#pragma once #include #include #include #include #include "Runtime/IObj.hpp" #include "Runtime/GuiSys/CGuiHeadWidget.hpp" #include "Runtime/GuiSys/CGuiWidgetIdDB.hpp" #include "Runtime/GuiSys/CGuiWidget.hpp" #include namespace urde { class CBooModel; class CGuiCamera; class CGuiLight; class CGuiSys; class CLight; class CObjectReference; class CSimplePool; class CVParamTransfer; struct CFinalInput; class CGuiFrame { friend class CGuiSys; private: std::vector m_indexedLights; 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; 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; mutable bool m_inMouseDown = false; mutable bool m_inCancel = false; mutable CGuiWidget* m_mouseDownWidget = nullptr; mutable CGuiWidget* m_lastMouseOverWidget = nullptr; std::function m_mouseOverChangeCb; std::function m_mouseDownCb; std::function m_mouseUpCb; std::function m_mouseScrollCb; public: CGuiFrame(CAssetId id, CGuiSys& sys, int a, int b, int c, CSimplePool* sp); ~CGuiFrame(); CGuiSys& GetGuiSys() { return x8_guiSys; } const CGuiSys& GetGuiSys() const { 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 SetMouseOverChangeCallback(std::function&& cb) { m_mouseOverChangeCb = std::move(cb); } void SetMouseDownCallback(std::function&& cb) { m_mouseDownCb = std::move(cb); } void SetMouseUpCallback(std::function&& cb) { m_mouseUpCb = std::move(cb); } void SetMouseScrollCallback(std::function&& cb) { m_mouseScrollCb = std::move(cb); } void Reset(); void Update(float dt); void Draw(const CGuiWidgetDrawParms& parms) const; CGuiWidget* BestCursorHit(const zeus::CVector2f& point, const CGuiWidgetDrawParms& parms) const; void Initialize(); void LoadWidgetsInGame(CInputStream& in, CSimplePool* sp); void ProcessUserInput(const CFinalInput& input) const; bool ProcessMouseInput(const CFinalInput& input, const CGuiWidgetDrawParms& parms) const; void ResetMouseState(); CGuiWidgetIdDB& GetWidgetIdDB() { return x18_idDB; } const CGuiWidgetIdDB& GetWidgetIdDB() const { 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); } // namespace urde