mirror of https://github.com/AxioDL/metaforce.git
190 lines
6.6 KiB
C++
190 lines
6.6 KiB
C++
#pragma once
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#include "zeus/CMatrix3f.hpp"
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#include "zeus/CQuaternion.hpp"
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#include "zeus/CVector3f.hpp"
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#include "CToken.hpp"
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#include "CScanDisplay.hpp"
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#include "World/CPlayer.hpp"
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namespace urde {
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class CGuiFrame;
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struct CFinalInput;
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class CStateManager;
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class CGuiCamera;
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class CGuiWidget;
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class CAuiEnergyBarT01;
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class CGuiModel;
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class IHudDecoInterface {
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public:
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virtual void SetIsVisibleDebug(bool v) = 0;
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virtual void SetIsVisibleGame(bool v) = 0;
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virtual void SetHudRotation(const zeus::CQuaternion& rot) = 0;
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virtual void SetHudOffset(const zeus::CVector3f& off) = 0;
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virtual void SetReticuleTransform(const zeus::CMatrix3f& xf);
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virtual void SetDecoRotation(float angle);
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virtual void SetDamageTransform(const zeus::CMatrix3f& rotation, const zeus::CVector3f& position) = 0;
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virtual void SetFrameColorValue(float v);
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virtual void Update(float dt, const CStateManager& stateMgr) = 0;
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virtual void Draw() const;
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virtual void ProcessInput(const CFinalInput& input);
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virtual void UpdateCameraDebugSettings(float fov, float y, float z) = 0;
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virtual void UpdateHudAlpha() = 0;
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virtual float GetHudTextAlpha() const;
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virtual ~IHudDecoInterface() = default;
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};
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class CHudDecoInterfaceCombat : public IHudDecoInterface {
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zeus::CQuaternion x4_rotation;
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zeus::CVector3f x14_pivotPosition;
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zeus::CVector3f x20_offset;
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zeus::CVector3f x2c_camPos;
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zeus::CVector3f x38_basePosition;
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zeus::CMatrix3f x44_baseRotation;
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bool x68_24_visDebug : 1;
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bool x68_25_visGame : 1;
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CGuiCamera* x6c_camera;
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CGuiWidget* x70_basewidget_pivot;
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CGuiWidget* x74_basewidget_deco;
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CGuiWidget* x78_basewidget_tickdeco0;
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CGuiWidget* x7c_basewidget_frame;
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void UpdateVisibility();
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public:
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CHudDecoInterfaceCombat(CGuiFrame& selHud);
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void SetIsVisibleDebug(bool v);
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void SetIsVisibleGame(bool v);
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void SetHudRotation(const zeus::CQuaternion& rot);
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void SetHudOffset(const zeus::CVector3f& off);
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void SetDamageTransform(const zeus::CMatrix3f& rotation, const zeus::CVector3f& position);
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void SetFrameColorValue(float v);
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void Update(float dt, const CStateManager& stateMgr);
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void UpdateCameraDebugSettings(float fov, float y, float z);
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void UpdateHudAlpha();
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};
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class CHudDecoInterfaceScan : public IHudDecoInterface {
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TLockedToken<CGuiFrame> x4_scanHudFlat;
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CGuiFrame* x10_loadedScanHudFlat = nullptr;
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CGuiFrame& x14_selHud;
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CScanDisplay x18_scanDisplay;
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TUniqueId x1d0_latestHudPoi = kInvalidUniqueId;
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TUniqueId x1d2_latestScanningObject = kInvalidUniqueId;
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CPlayer::EPlayerScanState x1d4_latestScanState = CPlayer::EPlayerScanState::NotScanning;
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float x1d8_scanningTime = 0.f;
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float x1dc_ = 0.f;
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float x1e0_ = 1.f;
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zeus::CQuaternion x1e4_rotation;
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zeus::CVector3f x1f4_pivotPosition;
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zeus::CVector3f x200_offset;
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zeus::CVector3f x20c_camPos;
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zeus::CVector3f x218_leftsidePosition;
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zeus::CVector3f x224_rightsidePosition;
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float x230_sidesTimer = 0.f;
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float x234_sidesPositioner;
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float x238_scanningTextAlpha = 0.f;
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float x23c_scanBarAlpha = 0.f;
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bool x240_24_visDebug : 1;
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bool x240_25_visGame : 1;
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CGuiCamera* x244_camera;
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CGuiWidget* x248_basewidget_pivot;
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CGuiWidget* x24c_basewidget_leftside;
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CGuiWidget* x250_basewidget_rightside;
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CGuiTextPane* x254_flat_textpane_scanning;
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CGuiWidget* x258_flat_basewidget_scanguage;
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CAuiEnergyBarT01* x25c_flat_energybart01_scanbar;
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CGuiWidget* x260_flat_basewidget_textgroup;
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CGuiTextPane* x264_flat_textpane_message;
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CGuiTextPane* x268_flat_textpane_scrollmessage;
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CGuiModel* x26c_flat_model_xmark;
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CGuiModel* x270_flat_model_abutton;
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CGuiModel* x274_flat_model_dash;
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void UpdateVisibility();
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public:
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CHudDecoInterfaceScan(CGuiFrame& selHud);
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void SetIsVisibleDebug(bool v);
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void SetIsVisibleGame(bool v);
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void SetHudRotation(const zeus::CQuaternion& rot);
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void SetHudOffset(const zeus::CVector3f& off);
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void SetReticuleTransform(const zeus::CMatrix3f& xf);
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void SetDamageTransform(const zeus::CMatrix3f& rotation, const zeus::CVector3f& position);
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void SetFrameColorValue(float v);
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void InitializeFlatFrame();
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const CScannableObjectInfo* GetCurrScanInfo(const CStateManager& stateMgr) const;
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void UpdateScanDisplay(const CStateManager& stateMgr, float dt);
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void Update(float dt, const CStateManager& stateMgr);
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void Draw() const;
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void ProcessInput(const CFinalInput& input);
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void UpdateCameraDebugSettings(float fov, float y, float z);
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void UpdateHudAlpha();
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float GetHudTextAlpha() const;
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};
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class CHudDecoInterfaceXRay : public IHudDecoInterface {
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float x4_seekerScale = 1.f;
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zeus::CQuaternion x8_rotation;
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zeus::CVector3f x18_pivotPosition;
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zeus::CVector3f x24_offset;
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zeus::CVector3f x30_camPos;
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zeus::CMatrix3f x3c_reticuleXf;
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zeus::CVector3f x60_seekerPosition;
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zeus::CVector3f x6c_;
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zeus::CMatrix3f x78_;
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bool x9c_24_visDebug : 1;
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bool x9c_25_visGame : 1;
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CGuiCamera* xa0_camera;
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CGuiWidget* xa4_basewidget_pivot;
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CGuiWidget* xa8_basewidget_seeker;
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CGuiWidget* xac_basewidget_rotate;
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void UpdateVisibility();
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public:
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CHudDecoInterfaceXRay(CGuiFrame& selHud);
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void SetIsVisibleDebug(bool v);
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void SetIsVisibleGame(bool v);
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void SetHudRotation(const zeus::CQuaternion& rot);
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void SetHudOffset(const zeus::CVector3f& off);
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void SetReticuleTransform(const zeus::CMatrix3f& xf);
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void SetDecoRotation(float angle);
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void SetDamageTransform(const zeus::CMatrix3f& rotation, const zeus::CVector3f& position);
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void SetFrameColorValue(float v);
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void Update(float dt, const CStateManager& stateMgr);
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void UpdateCameraDebugSettings(float fov, float y, float z);
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void UpdateHudAlpha();
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};
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class CHudDecoInterfaceThermal : public IHudDecoInterface {
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zeus::CQuaternion x4_rotation;
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zeus::CVector3f x14_pivotPosition;
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zeus::CVector3f x20_offset;
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zeus::CVector3f x2c_camPos;
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zeus::CMatrix3f x38_reticuleXf;
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zeus::CVector3f x5c_reticulePosition;
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float x68_lockonScale = 5.f;
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float x6c_retflashTimer = 0.f;
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bool x70_24_visDebug : 1;
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bool x70_25_visGame : 1;
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CGuiCamera* x74_camera;
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CGuiWidget* x78_basewidget_pivot;
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CGuiWidget* x7c_basewidget_reticle;
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CGuiModel* x80_model_retflash;
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std::vector<std::pair<CGuiWidget*, zeus::CTransform>> x84_lockonWidgets;
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void UpdateVisibility();
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public:
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CHudDecoInterfaceThermal(CGuiFrame& selHud);
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void SetIsVisibleDebug(bool v);
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void SetIsVisibleGame(bool v);
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void SetHudRotation(const zeus::CQuaternion& rot);
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void SetHudOffset(const zeus::CVector3f& off);
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void SetReticuleTransform(const zeus::CMatrix3f& xf);
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void SetDamageTransform(const zeus::CMatrix3f& rotation, const zeus::CVector3f& position);
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void Update(float dt, const CStateManager& stateMgr);
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void UpdateCameraDebugSettings(float fov, float y, float z);
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void UpdateHudAlpha();
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};
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} // namespace urde
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