#ifndef __URDE_CENVFXMANAGER_HPP__ #define __URDE_CENVFXMANAGER_HPP__ #include "RetroTypes.hpp" #include "CToken.hpp" #include "zeus/CAABox.hpp" #include "Particle/CGenDescription.hpp" namespace urde { class CStateManager; class CTexture; enum class EEnvFxType { None, Rain, Snow }; enum class EPhazonType { None, Blue, Orange }; class CVectorFixed8_8 { u16 x0_[3]; }; class CEnvFxManagerGrid { friend class CEnvFxManager; bool x0_24_ = true; zeus::CVector2i x4_; zeus::CVector2i xc_; std::pair x14_ = {false, FLT_MAX}; std::vector x1c_; public: CEnvFxManagerGrid(const zeus::CVector2i& a, const zeus::CVector2i& b, const std::vector& vec, int reserve) : x4_(a), xc_(b), x1c_(vec) { x1c_.reserve(reserve); } }; class CEnvFxManager { zeus::CAABox x0_ = zeus::CAABox(-63.5, 63.5); zeus::CVector3f x18_ = zeus::CVector3f::skZero; u8 x24_ = 0; float x28_ = 0.f; u32 x2c_ = -1; float x30_ = 0.f; float x34_fxDensity = 0.f; float x38_ = 0.f; u8 x3c = 0; rstl::reserved_vector x50_grids; float xb54_; TLockedToken xb58_envRainSplash; bool xb64_ = true; void SetupSnowTevs(); void SetupRainTevs(); public: CEnvFxManager(); void AsyncLoadResources(CStateManager& mgr); void Update(float, const CStateManager&); void Render(const CStateManager& mgr); void SetFxDensity(s32, float); void MoveWrapCells(s32, s32); void GetParticleBoundsToWorldScale() const; void AreaLoaded(); void SetXB54(float f) { xb54_ = f; } }; } #endif // __URDE_CENVFXMANAGER_HPP__