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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 15:47:46 +00:00

New code style refactor

This commit is contained in:
Jack Andersen
2018-12-07 19:30:43 -10:00
parent 41ae32be31
commit 636c82a568
1451 changed files with 171430 additions and 203303 deletions

View File

@@ -7,54 +7,41 @@
#include "Graphics/Shaders/CTexturedQuadFilter.hpp"
#include "Graphics/Shaders/CScanLinesFilter.hpp"
namespace urde
{
namespace urde {
class CStateManager;
namespace MP1
{
namespace MP1 {
class CPauseScreenBlur
{
enum class EState
{
InGame,
MapScreen,
SaveGame,
HUDMessage,
Pause
class CPauseScreenBlur {
enum class EState { InGame, MapScreen, SaveGame, HUDMessage, Pause };
TLockedToken<CTexture> x4_mapLightQuarter;
EState x10_prevState = EState::InGame;
EState x14_nextState = EState::InGame;
float x18_blurAmt = 0.f;
CCameraBlurPass x1c_camBlur;
CTexturedQuadFilter m_quarterFilter = {EFilterType::Multiply, x4_mapLightQuarter};
CScanLinesFilterEven m_linesFilter = {EFilterType::Multiply};
union {
struct {
bool x50_24_blurring : 1;
bool x50_25_gameDraw : 1;
};
TLockedToken<CTexture> x4_mapLightQuarter;
EState x10_prevState = EState::InGame;
EState x14_nextState = EState::InGame;
float x18_blurAmt = 0.f;
CCameraBlurPass x1c_camBlur;
CTexturedQuadFilter m_quarterFilter = { EFilterType::Multiply, x4_mapLightQuarter };
CScanLinesFilterEven m_linesFilter = { EFilterType::Multiply };
union
{
struct
{
bool x50_24_blurring : 1;
bool x50_25_gameDraw : 1;
};
u32 _dummy = 0;
};
void OnBlurComplete(bool);
void SetState(EState state);
u32 _dummy = 0;
};
void OnBlurComplete(bool);
void SetState(EState state);
public:
CPauseScreenBlur();
void OnNewInGameGuiState(EInGameGuiState state, CStateManager& stateMgr);
bool IsGameDraw() const { return x50_25_gameDraw; }
void Update(float dt, const CStateManager& stateMgr, bool);
void Draw(const CStateManager& stateMgr) const;
float GetBlurAmt() const { return std::fabs(x18_blurAmt); }
bool IsNotTransitioning() const { return x10_prevState == x14_nextState; }
CPauseScreenBlur();
void OnNewInGameGuiState(EInGameGuiState state, CStateManager& stateMgr);
bool IsGameDraw() const { return x50_25_gameDraw; }
void Update(float dt, const CStateManager& stateMgr, bool);
void Draw(const CStateManager& stateMgr) const;
float GetBlurAmt() const { return std::fabs(x18_blurAmt); }
bool IsNotTransitioning() const { return x10_prevState == x14_nextState; }
};
}
}
} // namespace MP1
} // namespace urde