#pragma once #include "CToken.hpp" #include "CRandom16.hpp" #include "CPlayerVisor.hpp" #include "CFaceplateDecoration.hpp" #include "CSamusFaceReflection.hpp" #include "CMessageScreen.hpp" #include "CSaveGameScreen.hpp" #include "Camera/CCameraFilter.hpp" #include "CStateManager.hpp" #include "DataSpec/DNACommon/Tweaks/ITweakGui.hpp" #include "CInventoryScreen.hpp" #include "CPauseScreen.hpp" #include "CPauseScreenBlur.hpp" #include "CInGameGuiManagerCommon.hpp" #include "Graphics/Shaders/CRandomStaticFilter.hpp" namespace urde { class CStateManager; class CArchitectureQueue; class CDependencyGroup; class CModelData; class CActorLights; class CGuiModel; class CGuiCamera; class CAutoMapper; namespace MP1 { class CPauseScreenBlur; class CSamusHud; class CPauseScreen; class CInGameGuiManager { public: using EHelmetVisMode = DataSpec::ITweakGui::EHelmetVisMode; using EHudVisMode = DataSpec::ITweakGui::EHudVisMode; private: enum class ELoadPhase { LoadDepsGroup = 0, PreLoadDeps, LoadDeps, Done }; struct SGuiProfileInfo {}; TLockedToken x0_iggmPreLoad; std::vector x8_preLoadDeps; ELoadPhase x18_loadPhase = ELoadPhase::LoadDepsGroup; CRandom16 x1c_rand; CFaceplateDecoration x20_faceplateDecor; std::unique_ptr x30_playerVisor; std::unique_ptr x34_samusHud; std::unique_ptr x38_autoMapper; std::unique_ptr x3c_pauseScreenBlur; std::unique_ptr x40_samusReflection; std::unique_ptr x44_messageScreen; std::unique_ptr x48_pauseScreen; std::unique_ptr x4c_saveUI; TLockedToken x50_deathDot; std::vector> x5c_pauseScreenDGRPs; std::vector> xc8_inGameGuiDGRPs; std::vector xd8_; std::vector xe8_pauseResources; CCameraFilterPass xf8_camFilter; CAssetId x124_pauseGameHudMessage; float x128_pauseGameHudTime = 0.f; std::list x12c_; u32 x140_ = 0; CGuiWidget* x144_basewidget_automapper = nullptr; CGuiModel* x148_model_automapper = nullptr; CGuiCamera* x14c_basehud_camera = nullptr; CGuiWidget* x150_basewidget_functional = nullptr; zeus::CQuaternion x154_automapperRotate; zeus::CVector3f x164_automapperOffset; zeus::CQuaternion x170_camRotate; zeus::CVector3f x180_camOffset; zeus::CTransform x18c_mapCamXf; EInGameGuiState x1bc_prevState = EInGameGuiState::Zero; EInGameGuiState x1c0_nextState = EInGameGuiState::Zero; SOnScreenTex x1c4_onScreenTex; float x1d8_onScreenTexAlpha = 0.f; TLockedToken x1dc_onScreenTexTok; // Used to be heap-allocated std::optional m_onScreenQuad; EHelmetVisMode x1e0_helmetVisMode; bool x1e4_enableTargetingManager; bool x1e8_enableAutoMapper; EHudVisMode x1ec_hudVisMode; u32 x1f0_enablePlayerVisor; float x1f4_visorStaticAlpha; std::optional m_deathRenderTexQuad; std::optional m_deathDotQuad; CRandomStaticFilter m_randomStatic = {EFilterType::Blend}; CColoredQuadFilter m_deathWhiteout = {EFilterType::Blend}; CColoredQuadFilter m_deathBlackout = {EFilterType::Blend}; union { struct { bool x1f8_24_ : 1; bool x1f8_25_playerAlive : 1; bool x1f8_26_deferTransition : 1; bool x1f8_27_exitSaveUI : 1; }; u32 _dummy = 0; }; static std::vector> LockPauseScreenDependencies(); bool CheckDGRPLoadComplete() const; void BeginStateTransition(EInGameGuiState state, CStateManager& stateMgr); void EnsureStates(CStateManager& stateMgr); void DoStateTransition(CStateManager& stateMgr); void DestroyAreaTextures(CStateManager& stateMgr); void TryReloadAreaTextures(); bool IsInGameStateNotTransitioning() const; bool IsInPausedStateNotTransitioning() const; void UpdateAutoMapper(float dt, const CStateManager& stateMgr); void OnNewPauseScreenState(CArchitectureQueue& archQueue); void RefreshHudOptions(); public: CInGameGuiManager(CStateManager& stateMgr, CArchitectureQueue& archQueue); bool CheckLoadComplete(CStateManager& stateMgr); void Update(CStateManager& stateMgr, float dt, CArchitectureQueue& archQueue, bool useHud); void ProcessControllerInput(CStateManager& stateMgr, const CFinalInput& input, CArchitectureQueue& archQueue); void PreDraw(CStateManager& stateMgr, bool cameraActive); void Draw(CStateManager& stateMgr); void ShowPauseGameHudMessage(CStateManager& stateMgr, CAssetId pauseMsg, float time); void PauseGame(CStateManager& stateMgr, EInGameGuiState state); void StartFadeIn(); bool WasInGame() const { return x1bc_prevState >= EInGameGuiState::Zero && x1bc_prevState <= EInGameGuiState::InGame; } bool IsInGame() const { return x1c0_nextState >= EInGameGuiState::Zero && x1c0_nextState <= EInGameGuiState::InGame; } bool IsInSaveUI() const { return x1f8_27_exitSaveUI; } bool GetIsGameDraw() const; }; } // namespace MP1 } // namespace urde