metaforce/Runtime/GuiSys/CHudDecoInterface.hpp

190 lines
6.6 KiB
C++

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