#pragma once #include "CMFGameBase.hpp" #include "CInGameGuiManager.hpp" #include "Graphics/Shaders/CColoredQuadFilter.hpp" namespace urde { class CStateManager; class CInGameGuiManager; class CToken; namespace MP1 { enum class EGameFlowState { InGame = 0, Paused, SamusDied, CinematicSkip }; class CMFGame : public CMFGameBase { std::shared_ptr x14_stateManager; std::shared_ptr x18_guiManager; EGameFlowState x1c_flowState = EGameFlowState::InGame; float x20_cineSkipTime; u32 x24_ = 0; TUniqueId x28_skippedCineCam = kInvalidUniqueId; union { struct { bool x2a_24_initialized : 1; bool x2a_25_samusAlive : 1; }; u8 _dummy = 0; }; CColoredQuadFilter m_fadeToBlack = {EFilterType::Multiply}; bool IsCameraActiveFlow() const { return (x1c_flowState == EGameFlowState::InGame || x1c_flowState == EGameFlowState::SamusDied); } public: CMFGame(const std::weak_ptr& stateMgr, const std::weak_ptr& guiMgr, const CArchitectureQueue&); ~CMFGame(); CIOWin::EMessageReturn OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue); void Touch(); void Draw() const; void PlayerDied(); void UnpauseGame(); void EnterMessageScreen(float time); void SaveGame(); void EnterLogBook(); void PauseGame(); void EnterMapScreen(); }; class CMFGameLoader : public CMFGameLoaderBase { std::shared_ptr x14_stateMgr; std::shared_ptr x18_guiMgr; std::vector x1c_loadList; union { struct { bool x2c_24_initialized : 1; bool x2c_25_transitionFinished : 1; }; u8 _dummy = 0; }; void MakeLoadDependencyList(); public: CMFGameLoader(); ~CMFGameLoader(); EMessageReturn OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue); void Draw() const; }; } // namespace MP1 } // namespace urde