mirror of https://github.com/AxioDL/metaforce.git
CAutoMapper: Add names to function prototypes
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7ee2a3b912
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@ -407,8 +407,8 @@ void CAutoMapper::CompleteMapperStateTransition(const CStateManager& mgr) {
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x1bc_state = x1c0_nextState;
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}
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void CAutoMapper::ResetInterpolationTimer(float t) {
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x1c4_interpDur = t;
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void CAutoMapper::ResetInterpolationTimer(float duration) {
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x1c4_interpDur = duration;
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x1c8_interpTime = 0.f;
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}
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@ -754,8 +754,8 @@ void CAutoMapper::ProcessMapPanInput(const CFinalInput& input, const CStateManag
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}
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}
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void CAutoMapper::SetShouldPanningSoundBePlaying(bool b) {
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if (b) {
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void CAutoMapper::SetShouldPanningSoundBePlaying(bool shouldBePlaying) {
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if (shouldBePlaying) {
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if (!x1cc_panningSfx)
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x1cc_panningSfx = CSfxManager::SfxStart(SFXui_map_pan, 1.f, 0.f, false, 0x7f, true, kInvalidAreaId);
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} else {
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@ -764,8 +764,8 @@ void CAutoMapper::SetShouldPanningSoundBePlaying(bool b) {
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}
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}
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void CAutoMapper::SetShouldZoomingSoundBePlaying(bool b) {
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if (b) {
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void CAutoMapper::SetShouldZoomingSoundBePlaying(bool shouldBePlaying) {
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if (shouldBePlaying) {
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if (!x1d4_zoomingSfx)
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x1d4_zoomingSfx = CSfxManager::SfxStart(SFXui_map_zoom, 1.f, 0.f, false, 0x7f, true, kInvalidAreaId);
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} else {
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@ -774,8 +774,8 @@ void CAutoMapper::SetShouldZoomingSoundBePlaying(bool b) {
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}
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}
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void CAutoMapper::SetShouldRotatingSoundBePlaying(bool b) {
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if (b) {
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void CAutoMapper::SetShouldRotatingSoundBePlaying(bool shouldBePlaying) {
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if (shouldBePlaying) {
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if (!x1d0_rotatingSfx)
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x1d0_rotatingSfx = CSfxManager::SfxStart(SFXui_map_rotate, 1.f, 0.f, false, 0x7f, true, kInvalidAreaId);
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} else {
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@ -968,10 +968,11 @@ float CAutoMapper::GetDesiredMiniMapCameraDistance(const CStateManager& mgr) con
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std::tan(M_PIF / 2.f - 0.5f * 2.f * M_PIF * (xa8_renderStates[0].x1c_camAngle / 360.f));
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}
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float CAutoMapper::GetClampedMapScreenCameraDistance(float v) const {
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if (x1bc_state == EAutoMapperState::MapScreenUniverse)
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return zeus::clamp(g_tweakAutoMapper->GetMinUniverseCamDist(), v, g_tweakAutoMapper->GetMaxUniverseCamDist());
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return zeus::clamp(g_tweakAutoMapper->GetMinCamDist(), v, g_tweakAutoMapper->GetMaxCamDist());
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float CAutoMapper::GetClampedMapScreenCameraDistance(float value) const {
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if (x1bc_state == EAutoMapperState::MapScreenUniverse) {
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return zeus::clamp(g_tweakAutoMapper->GetMinUniverseCamDist(), value, g_tweakAutoMapper->GetMaxUniverseCamDist());
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}
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return zeus::clamp(g_tweakAutoMapper->GetMinCamDist(), value, g_tweakAutoMapper->GetMaxCamDist());
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}
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void CAutoMapper::MuteAllLoopedSounds() {
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@ -202,21 +202,21 @@ private:
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static zeus::CVector2i GetMiniMapViewportSize();
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static zeus::CVector2i GetMapScreenViewportSize();
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static float GetMapAreaMiniMapDrawDepth() { return 2.f; }
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float GetMapAreaMaxDrawDepth(const CStateManager&, TAreaId) const;
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static float GetMapAreaMiniMapDrawAlphaSurfaceVisited(const CStateManager&);
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static float GetMapAreaMiniMapDrawAlphaOutlineVisited(const CStateManager&);
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static float GetMapAreaMiniMapDrawAlphaSurfaceUnvisited(const CStateManager&);
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static float GetMapAreaMiniMapDrawAlphaOutlineUnvisited(const CStateManager&);
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float GetDesiredMiniMapCameraDistance(const CStateManager&) const;
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float GetMapAreaMaxDrawDepth(const CStateManager& mgr, TAreaId aid) const;
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static float GetMapAreaMiniMapDrawAlphaSurfaceVisited(const CStateManager& mgr);
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static float GetMapAreaMiniMapDrawAlphaOutlineVisited(const CStateManager& mgr);
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static float GetMapAreaMiniMapDrawAlphaSurfaceUnvisited(const CStateManager& mgr);
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static float GetMapAreaMiniMapDrawAlphaOutlineUnvisited(const CStateManager& mgr);
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float GetDesiredMiniMapCameraDistance(const CStateManager& mgr) const;
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static float GetBaseMapScreenCameraMoveSpeed();
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float GetClampedMapScreenCameraDistance(float) const;
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float GetClampedMapScreenCameraDistance(float value) const;
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float GetFinalMapScreenCameraMoveSpeed() const;
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void ProcessMapRotateInput(const CFinalInput& input, const CStateManager& mgr);
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void ProcessMapZoomInput(const CFinalInput& input, const CStateManager& mgr);
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void ProcessMapPanInput(const CFinalInput& input, const CStateManager& mgr);
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void SetShouldPanningSoundBePlaying(bool);
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void SetShouldZoomingSoundBePlaying(bool);
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void SetShouldRotatingSoundBePlaying(bool);
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void SetShouldPanningSoundBePlaying(bool shouldBePlaying);
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void SetShouldZoomingSoundBePlaying(bool shouldBePlaying);
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void SetShouldRotatingSoundBePlaying(bool shouldBePlaying);
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void TransformRenderStatesWorldToUniverse();
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void TransformRenderStatesUniverseToWorld();
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void TransformRenderStateWorldToUniverse(SAutoMapperRenderState&);
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@ -226,7 +226,7 @@ private:
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public:
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CAutoMapper(CStateManager& stateMgr);
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bool CheckLoadComplete();
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bool CanLeaveMapScreen(const CStateManager&) const;
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bool CanLeaveMapScreen(const CStateManager& mgr) const;
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float GetMapRotationX() const { return xa8_renderStates[0].x1c_camAngle; }
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float GetMapRotationZ() const { return xa8_renderStates[0].x8_camOrientation.yaw(); }
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TAreaId GetFocusAreaIndex() const { return xa0_curAreaId; }
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@ -234,29 +234,30 @@ public:
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void SetCurWorldAssetId(CAssetId mlvlId);
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void MuteAllLoopedSounds();
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void UnmuteAllLoopedSounds();
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void ProcessControllerInput(const CFinalInput&, CStateManager&);
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void ProcessControllerInput(const CFinalInput& input, CStateManager& mgr);
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bool IsInPlayerControlState() const {
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return IsInMapperState(EAutoMapperState::MapScreen) || IsInMapperState(EAutoMapperState::MapScreenUniverse);
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}
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void Update(float dt, const CStateManager& mgr);
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void Draw(const CStateManager&, const zeus::CTransform&, float) const;
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void Draw(const CStateManager& mgr, const zeus::CTransform& xf, float alpha) const;
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float GetTimeIntoInterpolation() const { return x1c8_interpTime; }
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void BeginMapperStateTransition(EAutoMapperState, CStateManager&);
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void CompleteMapperStateTransition(const CStateManager&);
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void ResetInterpolationTimer(float);
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SAutoMapperRenderState BuildMiniMapWorldRenderState(const CStateManager&, const zeus::CQuaternion&, TAreaId) const;
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SAutoMapperRenderState BuildMapScreenWorldRenderState(const CStateManager&, const zeus::CQuaternion&, TAreaId,
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bool) const;
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SAutoMapperRenderState BuildMapScreenUniverseRenderState(const CStateManager&, const zeus::CQuaternion&,
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TAreaId) const;
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void BeginMapperStateTransition(EAutoMapperState state, CStateManager& mgr);
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void CompleteMapperStateTransition(const CStateManager& mgr);
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void ResetInterpolationTimer(float duration);
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SAutoMapperRenderState BuildMiniMapWorldRenderState(const CStateManager& stateMgr, const zeus::CQuaternion& rot,
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TAreaId area) const;
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SAutoMapperRenderState BuildMapScreenWorldRenderState(const CStateManager& mgr, const zeus::CQuaternion& rot,
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TAreaId area, bool doingHint) const;
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SAutoMapperRenderState BuildMapScreenUniverseRenderState(const CStateManager& mgr, const zeus::CQuaternion& rot,
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TAreaId area) const;
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void LeaveMapScreenState();
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void ProcessMapScreenInput(const CFinalInput& input, CStateManager& mgr);
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zeus::CQuaternion GetMiniMapCameraOrientation(const CStateManager&) const;
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zeus::CVector3f GetAreaPointOfInterest(const CStateManager&, TAreaId) const;
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TAreaId FindClosestVisibleArea(const zeus::CVector3f&, const zeus::CUnitVector3f&, const CStateManager&,
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const IWorld&, const CMapWorldInfo&) const;
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std::pair<int, int> FindClosestVisibleWorld(const zeus::CVector3f&, const zeus::CUnitVector3f&,
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const CStateManager&) const;
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zeus::CQuaternion GetMiniMapCameraOrientation(const CStateManager& stateMgr) const;
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zeus::CVector3f GetAreaPointOfInterest(const CStateManager& mgr, TAreaId aid) const;
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TAreaId FindClosestVisibleArea(const zeus::CVector3f& point, const zeus::CUnitVector3f& camDir,
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const CStateManager& mgr, const IWorld& wld, const CMapWorldInfo& mwInfo) const;
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std::pair<int, int> FindClosestVisibleWorld(const zeus::CVector3f& point, const zeus::CUnitVector3f& camDir,
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const CStateManager& mgr) const;
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EAutoMapperState GetNextState() const { return x1c0_nextState; }
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bool IsInMapperState(EAutoMapperState state) const { return state == x1bc_state && state == x1c0_nextState; }
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@ -267,7 +268,7 @@ public:
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bool IsFullyOutOfMiniMapState() const {
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return x1bc_state != EAutoMapperState::MiniMap && x1c0_nextState != EAutoMapperState::MiniMap;
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}
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void OnNewInGameGuiState(EInGameGuiState, CStateManager&);
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void OnNewInGameGuiState(EInGameGuiState state, CStateManager& mgr);
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float GetInterp() const {
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if (x1c4_interpDur > 0.f)
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return x1c8_interpTime / x1c4_interpDur;
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