#pragma once #include #include #include #include #include "DataSpec/DNACommon/Tweaks/ITweakGui.hpp" #include "Runtime/CDependencyGroup.hpp" #include "Runtime/CRandom16.hpp" #include "Runtime/CToken.hpp" #include "Runtime/CStateManager.hpp" #include "Runtime/Camera/CCameraFilter.hpp" #include "Runtime/Graphics/Shaders/CRandomStaticFilter.hpp" #include "Runtime/MP1/CFaceplateDecoration.hpp" #include "Runtime/MP1/CInGameGuiManagerCommon.hpp" #include "Runtime/MP1/CInventoryScreen.hpp" #include "Runtime/MP1/CMessageScreen.hpp" #include "Runtime/MP1/CPauseScreen.hpp" #include "Runtime/MP1/CPauseScreenBlur.hpp" #include "Runtime/MP1/CPlayerVisor.hpp" #include "Runtime/MP1/CSamusFaceReflection.hpp" #include "Runtime/MP1/CSaveGameScreen.hpp" #include #include #include namespace urde { class CActorLights; class CArchitectureQueue; class CAutoMapper; class CGuiCamera; class CGuiModel; class CModelData; class CStateManager; namespace MP1 { class CPauseScreen; class CPauseScreenBlur; class CSamusHud; 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; bool x1f8_24_ : 1; bool x1f8_25_playerAlive : 1; bool x1f8_26_deferTransition : 1; bool x1f8_27_exitSaveUI : 1; std::optional m_deathRenderTexQuad; std::optional m_deathDotQuad; CRandomStaticFilter m_randomStatic{EFilterType::Blend}; CColoredQuadFilter m_deathWhiteout{EFilterType::Blend}; CColoredQuadFilter m_deathBlackout{EFilterType::Blend}; 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, CStateManager& stateMgr); void OnNewPauseScreenState(CArchitectureQueue& archQueue); void RefreshHudOptions(); public: explicit 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