#ifndef __URDE_CGUIFRAME_HPP__ #define __URDE_CGUIFRAME_HPP__ #include "CGuiWidget.hpp" #include "CGuiHeadWidget.hpp" #include "CGuiWidgetIdDB.hpp" #include "IObj.hpp" #include namespace urde { class CGuiSys; class CLight; class CGuiCamera; class CFinalInput; class CGuiLight; class CVParamTransfer; class CObjectReference; class CSimplePool; class CBooModel; class CGuiFrame { friend class CGuiSys; private: CAssetId x0_id; u32 x4_ = 0; CGuiSys& x8_guiSys; std::shared_ptr xc_headWidget; std::shared_ptr x10_rootWidget; std::shared_ptr x14_camera; CGuiWidgetIdDB x18_idDB; std::vector> x2c_widgets; std::vector> x3c_lights; std::vector m_indexedLights; int x4c_a; int x50_b; int x54_c; bool x58_24_loaded : 1; zeus::CTransform m_aspectTransform; float m_aspectConstraint = -1.f; float m_maxAspect = -1.f; public: CGuiFrame(CAssetId id, CGuiSys& sys, int a, int b, int c, CSimplePool* sp); ~CGuiFrame(); CGuiSys& GetGuiSys() {return x8_guiSys;} CAssetId GetAssetId() const {return x0_id;} CGuiLight* GetFrameLight(int idx) const { return m_indexedLights[idx]; } CGuiCamera* GetFrameCamera() const { return x14_camera.get(); } CGuiWidget* FindWidget(std::string_view name) const; CGuiWidget* FindWidget(s16 id) const; void SetFrameCamera(std::shared_ptr&& camr) { x14_camera = std::move(camr); } void SetHeadWidget(std::shared_ptr&& hwig) { xc_headWidget = std::move(hwig); } CGuiHeadWidget* GetHeadWidget() const { return xc_headWidget.get(); } void SortDrawOrder(); void EnableLights(u32 lights, CBooModel& model) const; void DisableLights() const; void RemoveLight(CGuiLight* light); void AddLight(CGuiLight* light); void RegisterLight(std::shared_ptr&& light); bool GetIsFinishedLoading() const; void Touch() const; const zeus::CTransform& GetAspectTransform() const { return m_aspectTransform; } void SetAspectConstraint(float c); void SetMaxAspect(float c); void Update(float dt); void Draw(const CGuiWidgetDrawParms& parms) const; void Initialize(); void LoadWidgetsInGame(CInputStream& in, CSimplePool* sp); void ProcessUserInput(const CFinalInput& input) const; CGuiWidgetIdDB& GetWidgetIdDB() {return x18_idDB;} static std::unique_ptr CreateFrame(CAssetId frmeId, CGuiSys& sys, CInputStream& in, CSimplePool* sp); }; std::unique_ptr RGuiFrameFactoryInGame(const SObjectTag& tag, CInputStream& in, const CVParamTransfer& vparms, CObjectReference* selfRef); } #endif // __URDE_CGUIFRAME_HPP__