#pragma once #include #include "Runtime/RetroTypes.hpp" #include "Runtime/rstl.hpp" namespace urde { class CGuiFrame; class CGuiModel; class CGuiTextPane; class CGuiWidget; class CHudVisorBeamMenu { public: enum class EHudVisorBeamMenu { Visor, Beam }; private: struct SMenuItem { CGuiModel* x0_model_loz = nullptr; CGuiModel* x4_model_icon = nullptr; float x8_positioner = 0.f; float xc_opacity = 0.f; }; enum class EAnimPhase { None, Steady, SelectFlash, Animate }; CGuiFrame& x0_baseHud; EHudVisorBeamMenu x4_type; int x8_selectedItem = 0; int xc_pendingSelection = 0; float x10_interp = 1.f; bool x14_24_visibleDebug : 1 = true; bool x14_25_visibleGame : 1 = true; bool x14_26_dirty : 1 = true; CGuiWidget* x18_basewidget_menu; CGuiWidget* x1c_basewidget_menutitle; CGuiTextPane* x20_textpane_menu; CGuiModel* x24_model_ghost; rstl::reserved_vector x28_menuItems; EAnimPhase x6c_animPhase = EAnimPhase::Steady; float x70_ = FLT_EPSILON; float x74_ = FLT_EPSILON; float x78_textFader = 0.f; float x7c_animDur; bool x80_24_swapBeamControls : 1; void UpdateMenuWidgetTransform(size_t idx, CGuiWidget& w, float t); public: CHudVisorBeamMenu(CGuiFrame& baseHud, EHudVisorBeamMenu type, const rstl::reserved_vector& enables); void Update(float dt, bool init); void UpdateHudAlpha(float alpha); void SetIsVisibleGame(bool v); void SetPlayerHas(const rstl::reserved_vector& enables); void SetSelection(int selection, int pending, float interp); }; } // namespace urde