#include "Runtime/MP1/CInGameGuiManager.hpp" #include #include "Runtime/CDependencyGroup.hpp" #include "Runtime/CSimplePool.hpp" #include "Runtime/GameGlobalObjects.hpp" #include "Runtime/Audio/CSfxManager.hpp" #include "Runtime/AutoMapper/CAutoMapper.hpp" #include "Runtime/Camera/CFirstPersonCamera.hpp" #include "Runtime/Graphics/CBooRenderer.hpp" #include "Runtime/GuiSys/CGuiCamera.hpp" #include "Runtime/GuiSys/CGuiFrame.hpp" #include "Runtime/GuiSys/CGuiModel.hpp" #include "Runtime/GuiSys/CGuiWidgetDrawParms.hpp" #include "Runtime/Input/CInputGenerator.hpp" #include "Runtime/MP1/CSamusHud.hpp" #include "Runtime/Particle/CGenDescription.hpp" #include "Runtime/World/CPlayer.hpp" #include "TCastTo.hpp" // Generated file, do not modify include path namespace urde::MP1 { constexpr std::array InGameGuiDGRPs{ "InGameGui_DGRP", "Ice_DGRP", "Phazon_DGRP", "Plasma_DGRP", "Power_DGRP", "Wave_DGRP", "BallTransition_DGRP", "GravitySuit_DGRP", "Ice_Anim_DGRP", "Plasma_Anim_DGRP", "PowerSuit_DGRP", "Power_Anim_DGRP", "VariaSuit_DGRP", "Wave_Anim_DGRP", }; constexpr std::array PauseScreenDGRPs{ "InventorySuitPower_DGRP", "InventorySuitVaria_DGRP", "InventorySuitGravity_DGRP", "InventorySuitPhazon_DGRP", "InventorySuitFusionPower_DGRP", "InventorySuitFusionVaria_DGRP", "InventorySuitFusionGravity_DGRP", "InventorySuitFusionPhazon_DGRP", "SamusBallANCS_DGRP", "SamusSpiderBallANCS_DGRP", "PauseScreenDontDump_DGRP", "PauseScreenDontDump_NoARAM_DGRP", "PauseScreenTokens_DGRP", }; std::vector> CInGameGuiManager::LockPauseScreenDependencies() { std::vector> ret; ret.reserve(PauseScreenDGRPs.size()); for (const char* const dgrp : PauseScreenDGRPs) { ret.emplace_back(g_SimplePool->GetObj(dgrp)); } return ret; } bool CInGameGuiManager::CheckDGRPLoadComplete() const { for (const auto& dgrp : x5c_pauseScreenDGRPs) if (!dgrp.IsLoaded()) return false; for (const auto& dgrp : xc8_inGameGuiDGRPs) if (!dgrp.IsLoaded()) return false; return true; } void CInGameGuiManager::BeginStateTransition(EInGameGuiState state, CStateManager& stateMgr) { if (x1c0_nextState == state) return; x1bc_prevState = x1c0_nextState; x1c0_nextState = state; switch (state) { case EInGameGuiState::InGame: { CSfxManager::SetChannel(CSfxManager::ESfxChannels::Game); x4c_saveUI.reset(); x38_autoMapper->UnmuteAllLoopedSounds(); break; } case EInGameGuiState::PauseHUDMessage: { x44_messageScreen = std::make_unique(x124_pauseGameHudMessage, x128_pauseGameHudTime); break; } case EInGameGuiState::PauseSaveGame: { x4c_saveUI = std::make_unique(ESaveContext::InGame, g_GameState->GetCardSerial()); break; } default: { if (x1bc_prevState >= EInGameGuiState::Zero && x1bc_prevState <= EInGameGuiState::InGame) x1f8_26_deferTransition = true; break; } } x3c_pauseScreenBlur->OnNewInGameGuiState(state, stateMgr); if (!x1f8_26_deferTransition) DoStateTransition(stateMgr); } void CInGameGuiManager::EnsureStates(CStateManager& stateMgr) { if (x1f8_26_deferTransition) { if (!x3c_pauseScreenBlur->IsGameDraw()) { DestroyAreaTextures(stateMgr); x1f8_26_deferTransition = false; DoStateTransition(stateMgr); } } } void CInGameGuiManager::DoStateTransition(CStateManager& stateMgr) { x34_samusHud->OnNewInGameGuiState(x1c0_nextState, stateMgr); x38_autoMapper->OnNewInGameGuiState(x1c0_nextState, stateMgr); bool needsLock; switch (x1c0_nextState) { case EInGameGuiState::PauseGame: case EInGameGuiState::PauseLogBook: if (!x48_pauseScreen) { const auto& pState = stateMgr.GetPlayerState(); const CPlayerState::EPlayerSuit suit = pState->GetCurrentSuitRaw(); int suitResIdx; if (pState->IsFusionEnabled()) { switch (suit) { case CPlayerState::EPlayerSuit::Phazon: suitResIdx = 7; break; case CPlayerState::EPlayerSuit::Gravity: suitResIdx = 6; break; case CPlayerState::EPlayerSuit::Varia: suitResIdx = 5; break; default: suitResIdx = 4; break; } } else { switch (suit) { case CPlayerState::EPlayerSuit::Phazon: suitResIdx = 3; break; case CPlayerState::EPlayerSuit::Gravity: suitResIdx = 2; break; case CPlayerState::EPlayerSuit::Varia: suitResIdx = 1; break; default: suitResIdx = 0; break; } } CPauseScreen::ESubScreen screen = x1c0_nextState == EInGameGuiState::PauseLogBook ? CPauseScreen::ESubScreen::LogBook : CPauseScreen::ESubScreen::Inventory; CDependencyGroup* suitGrp = x5c_pauseScreenDGRPs[suitResIdx].GetObj(); x48_pauseScreen = std::make_unique(screen, *suitGrp, *suitGrp); } [[fallthrough]]; case EInGameGuiState::MapScreen: case EInGameGuiState::PauseSaveGame: case EInGameGuiState::PauseHUDMessage: needsLock = true; break; default: needsLock = false; break; } for (CToken& tok : xe8_pauseResources) { if (needsLock) tok.Lock(); else tok.Unlock(); } } void CInGameGuiManager::DestroyAreaTextures(CStateManager& stateMgr) {} void CInGameGuiManager::TryReloadAreaTextures() {} CInGameGuiManager::CInGameGuiManager(CStateManager& stateMgr, CArchitectureQueue& archQueue) : x0_iggmPreLoad(g_SimplePool->GetObj("PreLoadIGGM_DGRP")) , x1c_rand(1234) , x20_faceplateDecor(stateMgr) , x50_deathDot(g_SimplePool->GetObj("TXTR_DeathDot")) , x5c_pauseScreenDGRPs(LockPauseScreenDependencies()) { x1e0_helmetVisMode = g_tweakGui->GetHelmetVisMode(); x1e4_enableTargetingManager = g_tweakGui->GetEnableTargetingManager(); x1e8_enableAutoMapper = g_tweakGui->GetEnableAutoMapper(); x1ec_hudVisMode = g_tweakGui->GetHudVisMode(); x1f0_enablePlayerVisor = g_tweakGui->GetEnablePlayerVisor(); x1f4_visorStaticAlpha = stateMgr.GetPlayer().GetVisorStaticAlpha(); xc8_inGameGuiDGRPs.reserve(InGameGuiDGRPs.size()); for (const char* const dgrp : InGameGuiDGRPs) { xc8_inGameGuiDGRPs.emplace_back(g_SimplePool->GetObj(dgrp)); } } bool CInGameGuiManager::CheckLoadComplete(CStateManager& stateMgr) { switch (x18_loadPhase) { case ELoadPhase::LoadDepsGroup: { if (!x0_iggmPreLoad.IsLoaded()) return false; const auto& tags = x0_iggmPreLoad->GetObjectTagVector(); x8_preLoadDeps.reserve(tags.size()); for (const SObjectTag& tag : tags) { x8_preLoadDeps.push_back(g_SimplePool->GetObj(tag)); x8_preLoadDeps.back().Lock(); } x0_iggmPreLoad.Unlock(); x18_loadPhase = ELoadPhase::PreLoadDeps; [[fallthrough]]; } case ELoadPhase::PreLoadDeps: { for (CToken& tok : x8_preLoadDeps) if (!tok.IsLoaded()) return false; x18_loadPhase = ELoadPhase::LoadDeps; x30_playerVisor = std::make_unique(stateMgr); x34_samusHud = std::make_unique(stateMgr); x38_autoMapper = std::make_unique(stateMgr); x3c_pauseScreenBlur = std::make_unique(); x40_samusReflection = std::make_unique(stateMgr); [[fallthrough]]; } case ELoadPhase::LoadDeps: { if (!x38_autoMapper->CheckLoadComplete()) return false; if (!x34_samusHud->CheckLoadComplete(stateMgr)) return false; if (!x50_deathDot.IsLoaded()) return false; if (!CheckDGRPLoadComplete()) return false; x8_preLoadDeps.clear(); CGuiFrame& baseHud = *x34_samusHud->x274_loadedFrmeBaseHud; x144_basewidget_automapper = baseHud.FindWidget("BaseWidget_AutoMapper"); x148_model_automapper = static_cast(baseHud.FindWidget("Model_AutoMapper")); x14c_basehud_camera = baseHud.GetFrameCamera(); x150_basewidget_functional = baseHud.FindWidget("BaseWidget_Functional"); x154_automapperRotate = zeus::CQuaternion(x144_basewidget_automapper->GetWorldTransform().basis); x164_automapperOffset = x144_basewidget_automapper->GetLocalPosition(); x170_camRotate = zeus::CQuaternion(); x180_camOffset = x14c_basehud_camera->GetLocalPosition() + zeus::CVector3f(0.f, 2.f, g_tweakAutoMapper->GetCamVerticalOffset()); zeus::CMatrix3f mtx(x170_camRotate); x18c_mapCamXf = zeus::CTransform(mtx, x180_camOffset); BeginStateTransition(EInGameGuiState::InGame, stateMgr); x18_loadPhase = ELoadPhase::Done; [[fallthrough]]; } case ELoadPhase::Done: { x34_samusHud->Touch(); return true; } default: return false; } } void CInGameGuiManager::RefreshHudOptions() { x34_samusHud->RefreshHudOptions(); } void CInGameGuiManager::OnNewPauseScreenState(CArchitectureQueue& archQueue) { if (x1c0_nextState != EInGameGuiState::PauseGame && x1c0_nextState != EInGameGuiState::PauseLogBook) { if (x48_pauseScreen && x48_pauseScreen->IsTransitioning()) return; x48_pauseScreen.reset(); } if (x1c0_nextState >= EInGameGuiState::Zero && x1c0_nextState <= EInGameGuiState::InGame) { if (x44_messageScreen) x44_messageScreen.reset(); RefreshHudOptions(); } x1bc_prevState = x1c0_nextState; } void CInGameGuiManager::UpdateAutoMapper(float dt, CStateManager& stateMgr) { x38_autoMapper->Update(dt, stateMgr); zeus::CTransform xf = x148_model_automapper->GetParent()->GetWorldTransform() * x144_basewidget_automapper->GetTransform(); x154_automapperRotate = zeus::CQuaternion(xf.basis); x164_automapperOffset = xf.origin; x170_camRotate = zeus::CQuaternion(x14c_basehud_camera->GetWorldTransform().basis); x180_camOffset = x14c_basehud_camera->GetWorldTransform().basis[1] * 2.f + x14c_basehud_camera->GetWorldPosition() + x14c_basehud_camera->GetWorldTransform().basis[2] * g_tweakAutoMapper->GetCamVerticalOffset(); float frameLength = std::tan(zeus::degToRad(x14c_basehud_camera->GetProjection().xbc_fov) / 2.f) / 0.7f; float scaleX = frameLength * g_tweakAutoMapper->GetAutomapperScaleX(); float scaleZ = frameLength * g_tweakAutoMapper->GetAutomapperScaleZ(); if (x38_autoMapper->IsFullyOutOfMiniMapState()) { x148_model_automapper->SetO2WTransform(zeus::CTransform(x170_camRotate, x180_camOffset) * zeus::CTransform::Scale(scaleX, 1.f, scaleZ)); x18c_mapCamXf = zeus::CTransform(x170_camRotate, x180_camOffset) * zeus::CTransform::Scale(frameLength, 1.f, frameLength); x148_model_automapper->SetColor(g_tweakAutoMapper->GetAutomapperWidgetColor()); } else if (x38_autoMapper->IsFullyInMiniMapState()) { x148_model_automapper->SetO2WTransform(zeus::CTransform(x154_automapperRotate, x164_automapperOffset)); x18c_mapCamXf = x148_model_automapper->GetWorldTransform(); x148_model_automapper->SetColor(g_tweakAutoMapper->GetAutomapperWidgetMiniColor()); } else { float t; if (x38_autoMapper->GetNextState() != CAutoMapper::EAutoMapperState::MiniMap) t = x38_autoMapper->GetInterp(); else t = 1.f - x38_autoMapper->GetInterp(); float st = t * (frameLength - 1.f) + 1.f; zeus::CQuaternion rotate = zeus::CQuaternion::slerp(x154_automapperRotate, x170_camRotate, t); zeus::CVector3f offset = x164_automapperOffset * (1.f - t) + x180_camOffset * t; x18c_mapCamXf = zeus::CTransform(rotate, offset) * zeus::CTransform::Scale(st, 1.f, st); x148_model_automapper->SetO2WTransform( zeus::CTransform(rotate, offset) * zeus::CTransform::Scale(t * (scaleX - 1.f) + 1.f, 1.f, t * (scaleZ - 1.f) + 1.f)); x148_model_automapper->SetColor(zeus::CColor::lerp(g_tweakAutoMapper->GetAutomapperWidgetMiniColor(), g_tweakAutoMapper->GetAutomapperWidgetColor(), t)); } } void CInGameGuiManager::Update(CStateManager& stateMgr, float dt, CArchitectureQueue& archQueue, bool useHud) { EnsureStates(stateMgr); if (x1d8_onScreenTexAlpha == 0.f) x1dc_onScreenTexTok = TLockedToken(); if (x1c4_onScreenTex.x0_id != stateMgr.GetPendingScreenTex().x0_id) { if (!x1dc_onScreenTexTok) { x1c4_onScreenTex = stateMgr.GetPendingScreenTex(); if (x1c4_onScreenTex.x0_id.IsValid()) { x1dc_onScreenTexTok = g_SimplePool->GetObj({FOURCC('TXTR'), x1c4_onScreenTex.x0_id}); x1d8_onScreenTexAlpha = FLT_EPSILON; } } else { if (!stateMgr.GetPendingScreenTex().x0_id.IsValid() && stateMgr.GetPendingScreenTex().x4_origin == zeus::CVector2i(0, 0)) { x1c4_onScreenTex.x4_origin = stateMgr.GetPendingScreenTex().x4_origin; x1c4_onScreenTex.x0_id = {}; x1d8_onScreenTexAlpha = 0.f; } else { x1d8_onScreenTexAlpha = std::max(0.f, x1d8_onScreenTexAlpha - dt); } } } else if (x1c4_onScreenTex.x0_id.IsValid() && x1dc_onScreenTexTok.IsLoaded()) { x1d8_onScreenTexAlpha = std::min(x1d8_onScreenTexAlpha + dt, 1.f); } if (useHud) { if (stateMgr.GetPlayer().GetVisorStaticAlpha() != x1f4_visorStaticAlpha) { if (TCastToPtr(stateMgr.GetCameraManager()->GetCurrentCamera(stateMgr))) { if (std::fabs(stateMgr.GetPlayer().GetVisorStaticAlpha() - x1f4_visorStaticAlpha) < 0.5f) { if (x1f4_visorStaticAlpha == 0.f) CSfxManager::SfxStart(SFXui_hud_reboot, 1.f, 0.f, false, 0x7f, false, kInvalidAreaId); else if (x1f4_visorStaticAlpha == 1.f) CSfxManager::SfxStart(SFXui_hud_shutdown, 1.f, 0.f, false, 0x7f, false, kInvalidAreaId); } } } x1f4_visorStaticAlpha = stateMgr.GetPlayer().GetVisorStaticAlpha(); x20_faceplateDecor.Update(dt, stateMgr); x40_samusReflection->Update(dt, stateMgr, x1c_rand); if (x1f0_enablePlayerVisor) x30_playerVisor->Update(dt, stateMgr); if (x1f8_25_playerAlive) x34_samusHud->Update(dt, stateMgr, x1e0_helmetVisMode, x1ec_hudVisMode != EHudVisMode::Zero, x1e4_enableTargetingManager); } if (x1e8_enableAutoMapper) UpdateAutoMapper(dt, stateMgr); x3c_pauseScreenBlur->Update(dt, stateMgr, !x140_); if (x4c_saveUI) { CIOWin::EMessageReturn ret = x4c_saveUI->Update(dt); if (ret != CIOWin::EMessageReturn::Normal) { x1f8_27_exitSaveUI = ret == CIOWin::EMessageReturn::Exit; BeginStateTransition(EInGameGuiState::InGame, stateMgr); } } else if (x44_messageScreen) { if (!x44_messageScreen->Update(dt, x3c_pauseScreenBlur->GetBlurAmt())) BeginStateTransition(EInGameGuiState::InGame, stateMgr); } if (x48_pauseScreen) { x48_pauseScreen->Update(dt, stateMgr, x1c_rand, archQueue); if (x1bc_prevState == x1c0_nextState) { if (x48_pauseScreen->ShouldSwitchToMapScreen()) BeginStateTransition(EInGameGuiState::MapScreen, stateMgr); else if (x48_pauseScreen->ShouldSwitchToInGame()) BeginStateTransition(EInGameGuiState::InGame, stateMgr); } } x34_samusHud->Touch(); x30_playerVisor->Touch(); x34_samusHud->GetTargetingManager().Touch(); if (x1bc_prevState != x1c0_nextState) { if (x1c0_nextState == EInGameGuiState::Zero || x1c0_nextState == EInGameGuiState::InGame) TryReloadAreaTextures(); if ((!x38_autoMapper->IsInMapperStateTransition() || !x1e8_enableAutoMapper) && x3c_pauseScreenBlur->IsNotTransitioning()) OnNewPauseScreenState(archQueue); } xf8_camFilter.Update(dt); if (stateMgr.GetCameraManager()->IsInCinematicCamera()) { stateMgr.SetViewportScale(zeus::CVector2f(1.f, 1.f)); } else { stateMgr.SetViewportScale(zeus::CVector2f( std::min(x30_playerVisor->GetDesiredViewportScaleX(stateMgr), x34_samusHud->GetViewportScale().x()), std::min(x30_playerVisor->GetDesiredViewportScaleY(stateMgr), x34_samusHud->GetViewportScale().y()))); } x1f8_25_playerAlive = stateMgr.GetPlayerState()->IsPlayerAlive(); } bool CInGameGuiManager::IsInGameStateNotTransitioning() const { return (x1bc_prevState >= EInGameGuiState::Zero && x1bc_prevState <= EInGameGuiState::InGame && x1c0_nextState >= EInGameGuiState::Zero && x1c0_nextState <= EInGameGuiState::InGame); } bool CInGameGuiManager::IsInPausedStateNotTransitioning() const { return (x1bc_prevState >= EInGameGuiState::MapScreen && x1bc_prevState <= EInGameGuiState::PauseHUDMessage && x1c0_nextState >= EInGameGuiState::MapScreen && x1c0_nextState <= EInGameGuiState::PauseHUDMessage); } void CInGameGuiManager::ProcessControllerInput(CStateManager& stateMgr, const CFinalInput& input, CArchitectureQueue& archQueue) { if (input.ControllerIdx() == 0) { if (!IsInGameStateNotTransitioning()) { if (IsInPausedStateNotTransitioning()) { if (x1bc_prevState == EInGameGuiState::MapScreen) { if (x38_autoMapper->IsInMapperState(CAutoMapper::EAutoMapperState::MapScreen) || x38_autoMapper->IsInMapperState(CAutoMapper::EAutoMapperState::MapScreenUniverse)) { x38_autoMapper->ProcessControllerInput(input, stateMgr); if (x38_autoMapper->CanLeaveMapScreen(stateMgr)) BeginStateTransition(EInGameGuiState::InGame, stateMgr); } return; } if (x1bc_prevState == EInGameGuiState::PauseSaveGame) { x4c_saveUI->ProcessUserInput(input); return; } if (x1bc_prevState == EInGameGuiState::PauseHUDMessage) { x44_messageScreen->ProcessControllerInput(input); return; } if (x48_pauseScreen) x48_pauseScreen->ProcessControllerInput(stateMgr, input); } } else { x34_samusHud->ProcessControllerInput(input); } } } void CInGameGuiManager::PreDraw(CStateManager& stateMgr, bool cameraActive) { if (x48_pauseScreen) x48_pauseScreen->PreDraw(); if (cameraActive) x40_samusReflection->PreDraw(stateMgr); } void CInGameGuiManager::Draw(CStateManager& stateMgr) { SCOPED_GRAPHICS_DEBUG_GROUP("CInGameGuiManager::Draw", zeus::skBlue); // if (!GetIsGameDraw()) // g_Renderer->x318_26_requestRGBA6 = true; if (x1d8_onScreenTexAlpha > 0.f && x1dc_onScreenTexTok.IsLoaded()) { if (!m_onScreenQuad || m_onScreenQuad->GetTex().GetObj() != x1dc_onScreenTexTok.GetObj()) m_onScreenQuad.emplace(EFilterType::Blend, x1dc_onScreenTexTok); // No depth read/write // Alpha blend int w = (g_Viewport.x0_left + (x1c4_onScreenTex.x4_origin.x - g_Viewport.x8_width) / 2 + x1c4_onScreenTex.xc_extent.x) - x1c4_onScreenTex.x4_origin.x; int h = (g_Viewport.x4_top + (x1c4_onScreenTex.x4_origin.y - g_Viewport.xc_height) / 2 - x1c4_onScreenTex.xc_extent.y) - x1c4_onScreenTex.x4_origin.y; zeus::CRectangle rect(x1c4_onScreenTex.x4_origin.x / float(g_Viewport.x8_width), x1c4_onScreenTex.x4_origin.y / float(g_Viewport.xc_height), w / float(g_Viewport.x8_width), h / float(g_Viewport.xc_height)); m_onScreenQuad->draw(zeus::CColor(1.f, x1d8_onScreenTexAlpha), 1.f, rect); } float staticAlpha = 0.f; if (stateMgr.GetPlayer().GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed && stateMgr.GetPlayer().GetDeathTime() > 0.f) staticAlpha = zeus::clamp(0.f, stateMgr.GetPlayer().GetDeathTime() / (0.3f * 2.5f), 1.f); bool notInCine = !stateMgr.GetCameraManager()->IsInCinematicCamera(); bool drawVisor = false; /* Let's always draw the HUD except in cinematic mode */ if (notInCine /* && (x1bc_prevState == EInGameGuiState::InGame || x1c0_nextState == EInGameGuiState::InGame) */) drawVisor = true; // if (x3c_pauseScreenBlur->IsGameDraw()) { x34_samusHud->GetTargetingManager().Draw(stateMgr, true); CGraphics::SetDepthRange(DEPTH_SCREEN_ACTORS, DEPTH_GUN); bool scanVisor = stateMgr.GetPlayerState()->GetActiveVisor(stateMgr) == CPlayerState::EPlayerVisor::Scan; if (drawVisor && x1f0_enablePlayerVisor) { if (stateMgr.GetPlayer().GetCameraState() == CPlayer::EPlayerCameraState::FirstPerson) x20_faceplateDecor.Draw(stateMgr); CTargetingManager* tgtMgr = nullptr; if (scanVisor && x1e4_enableTargetingManager) tgtMgr = &x34_samusHud->GetTargetingManager(); x30_playerVisor->Draw(stateMgr, tgtMgr); } x40_samusReflection->Draw(stateMgr); if (drawVisor) { CGraphics::SetDepthRange(DEPTH_HUD, DEPTH_SCREEN_ACTORS); if (staticAlpha > 0.f) m_randomStatic.draw(zeus::CColor(1.f, staticAlpha), 1.f); x34_samusHud->Draw(stateMgr, x1f4_visorStaticAlpha * (1.f - staticAlpha), x1e0_helmetVisMode, x1ec_hudVisMode != EHudVisMode::Zero, x1e4_enableTargetingManager && !scanVisor); } } bool preDrawBlur = true; if (x1bc_prevState >= EInGameGuiState::Zero && x1bc_prevState <= EInGameGuiState::InGame) if (x1bc_prevState != EInGameGuiState::MapScreen && x1c0_nextState != EInGameGuiState::MapScreen) preDrawBlur = false; if (preDrawBlur) x3c_pauseScreenBlur->Draw(stateMgr); if (notInCine && x1e8_enableAutoMapper && (x3c_pauseScreenBlur->IsGameDraw() || x1bc_prevState == EInGameGuiState::MapScreen || x1c0_nextState == EInGameGuiState::MapScreen)) { float t; if (stateMgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::Combat) t = stateMgr.GetPlayerState()->GetVisorTransitionFactor(); else t = 0.f; float mapAlpha; if (g_tweakGui->GetShowAutomapperInMorphball()) mapAlpha = 1.f; else if (stateMgr.GetPlayer().GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed) mapAlpha = 1.f; else mapAlpha = 0.f; x34_samusHud->GetBaseHudFrame()->GetFrameCamera()->Draw(CGuiWidgetDrawParms(0.f, zeus::skZero3f)); CGraphics::SetDepthRange(DEPTH_NEAR, DEPTH_HUD); x148_model_automapper->SetIsVisible(true); x148_model_automapper->Draw(CGuiWidgetDrawParms(1.f, zeus::skZero3f)); // ZTest no write x38_autoMapper->Draw(stateMgr, zeus::CTransform::Translate(0.f, 0.02f, 0.f) * x18c_mapCamXf, mapAlpha * x1f4_visorStaticAlpha * t); // Zest and write x148_model_automapper->SetIsVisible(false); } if (!preDrawBlur) x3c_pauseScreenBlur->Draw(stateMgr); if (x1e0_helmetVisMode != EHelmetVisMode::ReducedUpdate && notInCine) { float camYOff; if (!x48_pauseScreen) camYOff = 0.f; else camYOff = x48_pauseScreen->GetHelmetCamYOff(); x34_samusHud->DrawHelmet(stateMgr, camYOff); } if (x4c_saveUI) x4c_saveUI->Draw(); if (x44_messageScreen) x44_messageScreen->Draw(); if (x48_pauseScreen) x48_pauseScreen->Draw(); xf8_camFilter.Draw(); if (stateMgr.GetPlayer().GetDeathTime() > 0.f) { float dieDur; if (stateMgr.GetPlayer().GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed) dieDur = 2.5f; else dieDur = 6.f; float alpha = zeus::clamp(0.f, stateMgr.GetPlayer().GetDeathTime() / dieDur, 1.f); m_deathWhiteout.draw(zeus::CColor(1.f, alpha)); float zStart = dieDur - 0.5f - 0.5f - 1.f; float xStart = 0.5f - zStart; float colStart = 0.5f - xStart; if (stateMgr.GetPlayer().GetDeathTime() > zStart) { float zT = 1.f - zeus::clamp(0.f, (stateMgr.GetPlayer().GetDeathTime() - zStart) / 0.5f, 1.f); float xT = 1.f - zeus::clamp(0.f, (stateMgr.GetPlayer().GetDeathTime() - xStart) / 0.5f, 1.f); float colT = 1.f - zeus::clamp(0.f, (stateMgr.GetPlayer().GetDeathTime() - colStart) / 0.5f, 1.f); SClipScreenRect rect(g_Viewport); CGraphics::ResolveSpareTexture(rect); m_deathBlackout.draw(zeus::skBlack); float z = 0.5f * (zT * zT * zT * zT * zT * (g_Viewport.xc_height - 12.f) + 12.f); float x = 0.5f * (xT * (g_Viewport.x8_width - 12.f) + 12.f); const std::array verts{{ {{-x, 0.f, z}, {0.f, 0.f}}, {{-x, 0.f, -z}, {0.f, 1.f}}, {{x, 0.f, z}, {1.f, 0.f}}, {{x, 0.f, -z}, {1.f, 1.f}}, }}; if (!m_deathRenderTexQuad) m_deathRenderTexQuad.emplace(EFilterType::Blend, CGraphics::g_SpareTexture.get()); m_deathRenderTexQuad->drawVerts(zeus::CColor(1.f, colT), verts); if (!m_deathDotQuad) m_deathDotQuad.emplace(EFilterType::Multiply, x50_deathDot); m_deathDotQuad->drawVerts(zeus::CColor(1.f, colT), verts); } } } void CInGameGuiManager::ShowPauseGameHudMessage(CStateManager& stateMgr, CAssetId pauseMsg, float time) { x124_pauseGameHudMessage = pauseMsg; x128_pauseGameHudTime = time; PauseGame(stateMgr, EInGameGuiState::PauseHUDMessage); } void CInGameGuiManager::PauseGame(CStateManager& stateMgr, EInGameGuiState state) { g_InputGenerator->SetMotorState(EIOPort::Zero, EMotorState::Stop); CSfxManager::SetChannel(CSfxManager::ESfxChannels::PauseScreen); BeginStateTransition(state, stateMgr); } void CInGameGuiManager::StartFadeIn() { xf8_camFilter.SetFilter(EFilterType::Multiply, EFilterShape::Fullscreen, 0.f, zeus::skBlack, -1); xf8_camFilter.DisableFilter(0.5f); } bool CInGameGuiManager::GetIsGameDraw() const { // Always draw world for URDE, even while paused return true; // return x3c_pauseScreenBlur->IsGameDraw(); } } // namespace urde::MP1