#ifndef __URDE_CPAUSESCREEN_HPP__ #define __URDE_CPAUSESCREEN_HPP__ #include "CInGameGuiManager.hpp" #include "Editor/ProjectResourceFactoryBase.hpp" #include "CPauseScreenBase.hpp" namespace urde { class CDependencyGroup; namespace MP1 { class CPauseScreen { public: enum class ESubScreen { LogBook, Options, Inventory, ToGame, ToMap }; private: ESubScreen x0_initialSubScreen; u32 x4_ = 2; ESubScreen x8_curSubscreen = ESubScreen::ToGame; ESubScreen xc_nextSubscreen = ESubScreen::ToGame; float x10_alphaInterp = 0.f; TLockedToken x14_strgPauseScreen; const CDependencyGroup& x20_suitDgrp; const CDependencyGroup& x24_ballDgrp; TLockedToken x28_pauseScreenInstructions; CGuiFrame* x34_loadedPauseScreenInstructions = nullptr; CGuiTextPane* x38_textpane_l1 = nullptr; CGuiTextPane* x3c_textpane_r = nullptr; CGuiTextPane* x40_textpane_a = nullptr; CGuiTextPane* x44_textpane_b = nullptr; CGuiTextPane* x48_textpane_return = nullptr; CGuiTextPane* x4c_textpane_next = nullptr; CGuiTextPane* x50_textpane_back = nullptr; CAssetId x54_frmePauseScreenId; u32 x58_frmePauseScreenBufSz; std::unique_ptr x5c_frmePauseScreenBuf; std::shared_ptr x60_loadTok; rstl::reserved_vector, 2> x64_frameInsts; u32 x78_activeIdx = 0; rstl::reserved_vector, 2> x7c_screens; bool x90_resourcesLoaded = false; bool x91_initialTransition = true; std::unique_ptr BuildPauseSubScreen(ESubScreen subscreen, const CStateManager& mgr, CGuiFrame& frame) const; void StartTransition(float time, const CStateManager& mgr, ESubScreen subscreen, int); bool CheckLoadComplete(const CStateManager& mgr); void InitializeFrameGlue(); bool InputEnabled() const; static ESubScreen GetPreviousSubscreen(ESubScreen screen); static ESubScreen GetNextSubscreen(ESubScreen screen); void TransitionComplete(); public: CPauseScreen(ESubScreen subscreen, const CDependencyGroup& suitDgrp, const CDependencyGroup& ballDgrp); ~CPauseScreen(); void ProcessControllerInput(const CStateManager& mgr, const CFinalInput& input); void Update(float dt, const CStateManager& mgr, CRandom16& rand, CArchitectureQueue& archQueue); void PreDraw(); void Draw(); bool IsLoaded() const { return x90_resourcesLoaded; } bool ShouldSwitchToMapScreen() const; bool ShouldSwitchToInGame() const; bool IsTransitioning() const { return x8_curSubscreen != xc_nextSubscreen; } float GetHelmetCamYOff() const; }; } } #endif // __URDE_CPAUSESCREEN_HPP__