mirror of https://github.com/AxioDL/metaforce.git
365 lines
10 KiB
C++
365 lines
10 KiB
C++
#include "CInGameGuiManager.hpp"
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#include "GameGlobalObjects.hpp"
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#include "CSimplePool.hpp"
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#include "World/CPlayer.hpp"
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#include "CDependencyGroup.hpp"
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#include "CSimplePool.hpp"
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#include "GuiSys/CGuiFrame.hpp"
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#include "GuiSys/CGuiCamera.hpp"
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#include "GuiSys/CGuiModel.hpp"
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#include "AutoMapper/CAutoMapper.hpp"
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#include "Particle/CGenDescription.hpp"
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#include "Audio/CSfxManager.hpp"
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#include "CPauseScreen.hpp"
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#include "CSamusHud.hpp"
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#include "CInventoryScreen.hpp"
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#include "CPauseScreen.hpp"
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#include "Input/CInputGenerator.hpp"
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namespace urde
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{
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namespace MP1
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{
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static const char* InGameGuiDGRPs[] =
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{
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"InGameGui_DGRP",
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"Ice_DGRP",
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"Phazon_DGRP",
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"Plasma_DGRP",
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"Power_DGRP",
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"Wave_DGRP",
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"BallTransition_DGRP",
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"GravitySuit_DGRP",
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"Ice_Anim_DGRP",
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"Plasma_Anim_DGRP",
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"PowerSuit_DGRP",
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"Power_Anim_DGRP",
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"VariaSuit_DGRP",
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"Wave_Anim_DGRP"
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};
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static const char* PauseScreenDGRPs[] =
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{
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"InventorySuitPower_DGRP",
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"InventorySuitVaria_DGRP",
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"InventorySuitGravity_DGRP",
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"InventorySuitPhazon_DGRP",
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"InventorySuitFusionPower_DGRP",
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"InventorySuitFusionVaria_DGRP",
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"InventorySuitFusionGravity_DGRP",
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"InventorySuitFusionPhazon_DGRP",
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"SamusBallANCS_DGRP",
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"SamusSpiderBallANCS_DGRP",
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"PauseScreenDontDump_DGRP",
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"PauseScreenDontDump_NoARAM_DGRP",
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"PauseScreenTokens_DGRP"
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};
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std::vector<TLockedToken<CDependencyGroup>> CInGameGuiManager::LockPauseScreenDependencies()
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{
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std::vector<TLockedToken<CDependencyGroup>> ret;
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ret.reserve(13);
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for (int i=0 ; i<13 ; ++i)
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ret.push_back(g_SimplePool->GetObj(PauseScreenDGRPs[i]));
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return ret;
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}
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bool CInGameGuiManager::CheckDGRPLoadComplete() const
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{
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for (const auto& dgrp : x5c_pauseScreenDGRPs)
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if (!dgrp.IsLoaded())
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return false;
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for (const auto& dgrp : xc8_inGameGuiDGRPs)
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if (!dgrp.IsLoaded())
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return false;
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return true;
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}
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void CInGameGuiManager::BeginStateTransition(EInGameGuiState state, CStateManager& stateMgr)
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{
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if (x1c0_nextState == state)
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return;
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x1bc_prevState = x1c0_nextState;
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x1c0_nextState = state;
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switch (state)
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{
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case EInGameGuiState::InGame:
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{
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CSfxManager::SetChannel(CSfxManager::ESfxChannels::Game);
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x4c_saveUI.reset();
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x38_autoMapper->UnmuteAllLoopedSounds();
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break;
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}
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case EInGameGuiState::PauseHUDMessage:
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{
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x44_messageScreen = std::make_unique<CMessageScreen>(x124_pauseGameHudMessage, x128_pauseGameHudTime);
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break;
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}
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case EInGameGuiState::PauseSaveGame:
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{
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x4c_saveUI = std::make_unique<CSaveGameScreen>(ESaveContext::InGame, g_GameState->GetCardSerial());
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break;
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}
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default:
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{
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if (x1bc_prevState >= EInGameGuiState::Zero && x1bc_prevState <= EInGameGuiState::InGame)
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x1f8_26_deferTransition = true;
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break;
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}
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}
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x3c_pauseScreen->OnNewInGameGuiState(state, stateMgr);
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if (!x1f8_26_deferTransition)
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DoStateTransition(stateMgr);
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}
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void CInGameGuiManager::EnsureStates(CStateManager& stateMgr)
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{
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if (x1f8_26_deferTransition)
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{
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if (!x3c_pauseScreen->GetX50_25())
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{
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DestroyAreaTextures(stateMgr);
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x1f8_26_deferTransition = false;
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DoStateTransition(stateMgr);
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}
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}
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}
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void CInGameGuiManager::DoStateTransition(CStateManager& stateMgr)
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{
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x34_samusHud->OnNewInGameGuiState(x1c0_nextState, stateMgr);
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x38_autoMapper->OnNewInGameGuiState(x1c0_nextState, stateMgr);
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bool needsLock;
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switch (x1c0_nextState)
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{
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case EInGameGuiState::PauseGame:
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case EInGameGuiState::PauseLogBook:
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if (!x48_inventoryScreen)
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{
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auto pState = stateMgr.GetPlayerState();
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CPlayerState::EPlayerSuit suit = pState->GetCurrentSuitRaw();
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int suitResIdx;
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if (pState->IsFusionEnabled())
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{
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switch (suit)
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{
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case CPlayerState::EPlayerSuit::Phazon:
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suitResIdx = 7;
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break;
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case CPlayerState::EPlayerSuit::Gravity:
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suitResIdx = 6;
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break;
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case CPlayerState::EPlayerSuit::Varia:
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suitResIdx = 5;
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break;
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default:
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suitResIdx = 4;
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break;
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}
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}
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else
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{
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switch (suit)
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{
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case CPlayerState::EPlayerSuit::Phazon:
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suitResIdx = 3;
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break;
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case CPlayerState::EPlayerSuit::Gravity:
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suitResIdx = 2;
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break;
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case CPlayerState::EPlayerSuit::Varia:
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suitResIdx = 1;
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break;
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default:
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suitResIdx = 0;
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break;
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}
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}
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int w1 = x1c0_nextState == EInGameGuiState::PauseLogBook ? 0 : 2;
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CDependencyGroup* suitGrp = x5c_pauseScreenDGRPs[suitResIdx].GetObj();
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x48_inventoryScreen = std::make_unique<CInventoryScreen>(w1, *suitGrp, *suitGrp);
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}
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case EInGameGuiState::MapScreen:
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case EInGameGuiState::PauseSaveGame:
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case EInGameGuiState::PauseHUDMessage:
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needsLock = true;
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break;
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default:
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needsLock = false;
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break;
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}
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for (CToken& tok : xe8_pauseResources)
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{
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if (needsLock)
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tok.Lock();
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else
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tok.Unlock();
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}
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}
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void CInGameGuiManager::DestroyAreaTextures(CStateManager& stateMgr)
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{
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}
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void CInGameGuiManager::TryReloadAreaTextures()
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{
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}
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CInGameGuiManager::CInGameGuiManager(CStateManager& stateMgr,
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CArchitectureQueue& archQueue)
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: x0_iggmPreLoad(g_SimplePool->GetObj("PreLoadIGGM_DGRP")), x1c_rand(1234),
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x20_faceplateDecor(stateMgr), x50_deathDot(g_SimplePool->GetObj("TXTR_DeathDot")),
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x5c_pauseScreenDGRPs(LockPauseScreenDependencies())
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{
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x1e0_helmetVisMode = g_tweakGui->GetHelmetVisMode();
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x1e4_enableTargetingManager = g_tweakGui->GetEnableTargetingManager();
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x1e8_enableAutoMapper = g_tweakGui->GetEnableAutoMapper();
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x1ec_hudVisMode = g_tweakGui->GetHudVisMode();
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x1f0_enablePlayerVisor = g_tweakGui->GetEnablePlayerVisor();
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x1f4_player74c = stateMgr.GetPlayer().Get74C();
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x1f8_25_ = true;
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x1f8_27_inSaveUI = true;
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xc8_inGameGuiDGRPs.reserve(14);
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for (int i=0 ; i<14 ; ++i)
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xc8_inGameGuiDGRPs.push_back(g_SimplePool->GetObj(InGameGuiDGRPs[i]));
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}
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bool CInGameGuiManager::CheckLoadComplete(CStateManager& stateMgr)
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{
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switch (x18_loadPhase)
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{
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case ELoadPhase::LoadDepsGroup:
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{
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if (!x0_iggmPreLoad.IsLoaded())
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return false;
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const auto& tags = x0_iggmPreLoad->GetObjectTagVector();
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x8_preLoadDeps.reserve(tags.size());
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for (const SObjectTag& tag : tags)
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{
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x8_preLoadDeps.push_back(g_SimplePool->GetObj(tag));
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x8_preLoadDeps.back().Lock();
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}
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x0_iggmPreLoad.Unlock();
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x18_loadPhase = ELoadPhase::PreLoadDeps;
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}
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case ELoadPhase::PreLoadDeps:
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{
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for (CToken& tok : x8_preLoadDeps)
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if (!tok.IsLoaded())
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return false;
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x18_loadPhase = ELoadPhase::LoadDeps;
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x30_playerVisor = std::make_unique<CPlayerVisor>(stateMgr);
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x34_samusHud = std::make_unique<CSamusHud>(stateMgr);
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x38_autoMapper = std::make_unique<CAutoMapper>(stateMgr);
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x3c_pauseScreen = std::make_unique<CPauseScreen>();
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x40_samusReflection = std::make_unique<CSamusFaceReflection>(stateMgr);
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}
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case ELoadPhase::LoadDeps:
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{
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if (!x38_autoMapper->CheckLoadComplete())
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return false;
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if (!x34_samusHud->CheckLoadComplete(stateMgr))
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return false;
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if (!x50_deathDot.IsLoaded())
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return false;
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if (!CheckDGRPLoadComplete())
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return false;
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x8_preLoadDeps.clear();
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CGuiFrame& baseHud = *x34_samusHud->x274_loadedFrmeBaseHud;
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x144_basewidget_automapper = baseHud.FindWidget("BaseWidget_AutoMapper");
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x148_model_automapper = static_cast<CGuiModel*>(baseHud.FindWidget("Model_AutoMapper"));
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x14c_basehud_camera = baseHud.GetFrameCamera();
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x150_basewidget_functional = baseHud.FindWidget("BaseWidget_Functional");
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x154_automapperRotate = zeus::CQuaternion(x144_basewidget_automapper->GetWorldTransform().basis);
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x164_automapperOffset = x144_basewidget_automapper->GetLocalPosition();
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x170_camRotate = zeus::CQuaternion::skNoRotation;
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x180_camOffset = x14c_basehud_camera->GetLocalPosition() +
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zeus::CVector3f(0.f, 2.f, g_tweakAutoMapper->GetCamVerticalOffset());
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zeus::CMatrix3f mtx(x170_camRotate);
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x18c_camXf = zeus::CTransform(mtx, x180_camOffset);
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BeginStateTransition(EInGameGuiState::InGame, stateMgr);
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x18_loadPhase = ELoadPhase::Done;
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}
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case ELoadPhase::Done:
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{
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x34_samusHud->Touch();
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return true;
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}
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default:
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return false;
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}
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}
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void CInGameGuiManager::Update(CStateManager& stateMgr, float dt, CArchitectureQueue& archQueue, bool)
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{
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EnsureStates(stateMgr);
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}
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void CInGameGuiManager::ProcessControllerInput(CStateManager& stateMgr, const CFinalInput& input,
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CArchitectureQueue& archQueue)
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{
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}
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void CInGameGuiManager::PreDraw(CStateManager& stateMgr)
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{
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}
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void CInGameGuiManager::Draw(CStateManager& stateMgr)
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{
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}
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void CInGameGuiManager::ShowPauseGameHudMessage(CStateManager& stateMgr, ResId pauseMsg, float time)
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{
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x124_pauseGameHudMessage = pauseMsg;
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x128_pauseGameHudTime = time;
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PauseGame(stateMgr, EInGameGuiState::PauseHUDMessage);
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}
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void CInGameGuiManager::PauseGame(CStateManager& stateMgr, EInGameGuiState state)
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{
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g_InputGenerator->SetMotorState(EIOPort::Zero, EMotorState::Stop);
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CSfxManager::SetChannel(CSfxManager::ESfxChannels::PauseScreen);
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BeginStateTransition(state, stateMgr);
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}
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void CInGameGuiManager::StartFadeIn()
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{
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}
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bool CInGameGuiManager::GetIsGameDraw() const
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{
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return x3c_pauseScreen->GetX50_25();
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}
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std::string CInGameGuiManager::GetIdentifierForMidiEvent(ResId world, ResId area,
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const std::string& midiObj)
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{
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return hecl::Format("World %8.8x Area %8.8x MidiObject: %s",
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u32(world), u32(area), midiObj.c_str());
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}
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}
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}
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