#pragma once #include "CInGameGuiManager.hpp" #include "CPauseScreenBase.hpp" #include "CSamusDoll.hpp" namespace urde { class CDependencyGroup; namespace MP1 { class CInventoryScreen : public CPauseScreenBase { enum class EState { Active, Leaving, Inactive }; std::unique_ptr x19c_samusDoll; float x1a0_ = 0.f; float x1a4_textBodyAlpha = 0.f; EState x1a8_state = EState::Active; bool x1ac_textLeaveRequested = false; bool x1ad_textViewing; void UpdateSamusDollPulses(); bool HasLeftInventoryItem(int idx) const; bool HasRightInventoryItem(int idx) const; bool IsRightInventoryItemEquipped(int idx) const; void UpdateTextBody(); public: CInventoryScreen(const CStateManager& mgr, CGuiFrame& frame, const CStringTable& pauseStrg, const CDependencyGroup& suitDgrp, const CDependencyGroup& ballDgrp); ~CInventoryScreen(); bool InputDisabled() const; void TransitioningAway(); void Update(float dt, CRandom16& rand, CArchitectureQueue& archQueue); void Touch(); void ProcessControllerInput(const CFinalInput& input); void Draw(float transInterp, float totalAlpha, float yOff); float GetCameraYBias() const; bool VReady() const; void VActivate(); void RightTableSelectionChanged(int oldSel, int newSel); void ChangedMode(EMode oldMode); void UpdateRightTable(); bool ShouldLeftTableAdvance() const; bool ShouldRightTableAdvance() const; u32 GetRightTableCount() const; bool IsRightLogDynamic() const; void UpdateRightLogColors(bool active, const zeus::CColor& activeColor, const zeus::CColor& inactiveColor); void UpdateRightLogHighlight(bool active, int idx, const zeus::CColor& activeColor, const zeus::CColor& inactiveColor); }; } // namespace MP1 } // namespace urde