mirror of https://github.com/AxioDL/metaforce.git
157 lines
3.4 KiB
C++
157 lines
3.4 KiB
C++
#include "CFrontEndUI.hpp"
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#include "CArchitectureMessage.hpp"
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#include "CArchitectureQueue.hpp"
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#include "CDvdFile.hpp"
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#include "CSimplePool.hpp"
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#include "GameGlobalObjects.hpp"
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#include "MP1.hpp"
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#include "CSlideShow.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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SObjectTag g_DefaultWorldTag = {FOURCC('MLVL'), 0x158efe17};
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CFrontEndUI::CFrontEndUI(CArchitectureQueue& queue)
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: CIOWin("FrontEndUI")
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{
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x20_depsGroup = g_SimplePool->GetObj("FrontEnd_DGRP");
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x38_pressStart = g_SimplePool->GetObj("TXTR_PressStart");
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x44_frontendAudioGrp = g_SimplePool->GetObj("FrontEnd_AGSC");
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g_Main->ResetGameState();
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g_GameState->SetCurrentWorldId(g_DefaultWorldTag.id);
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for (int i=0 ; CDvdFile::FileExists(GetAttractMovieFileName(i).c_str()) ; ++i)
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++xc0_attractCount;
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}
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void CFrontEndUI::OnSliderSelectionChange(CGuiSliderGroup* grp, float)
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{}
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void CFrontEndUI::OnCheckBoxSelectionChange(CGuiTableGroup* grp)
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{}
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void CFrontEndUI::OnOptionSubMenuCancel(CGuiTableGroup* grp)
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{}
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void CFrontEndUI::OnOptionsMenuCancel(CGuiTableGroup* grp)
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{}
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void CFrontEndUI::OnNewGameMenuCancel(CGuiTableGroup* grp)
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{}
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void CFrontEndUI::OnFileMenuCancel(CGuiTableGroup* grp)
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{}
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void CFrontEndUI::OnGenericMenuSelectionChange(CGuiTableGroup* grp, int, int)
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{}
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void CFrontEndUI::OnOptionsMenuAdvance(CGuiTableGroup* grp)
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{}
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void CFrontEndUI::OnNewGameMenuAdvance(CGuiTableGroup* grp)
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{}
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void CFrontEndUI::OnFileMenuAdvance(CGuiTableGroup* grp)
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{}
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void CFrontEndUI::OnMainMenuAdvance(CGuiTableGroup* grp)
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{}
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void CFrontEndUI::StartSlideShow(CArchitectureQueue& queue)
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{
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queue.Push(std::move(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, new CSlideShow())));
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}
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std::string CFrontEndUI::GetAttractMovieFileName(int idx)
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{
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return hecl::Format("Video/attract%d.thp", idx);
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}
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std::string CFrontEndUI::GetNextAttractMovieFileName()
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{
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GetAttractMovieFileName(xbc_nextAttract);
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xbc_nextAttract = (xbc_nextAttract + 1) % xc0_attractCount;
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}
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void CFrontEndUI::SetCurrentMovie(EMenuMovie movie)
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{}
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void CFrontEndUI::StopAttractMovie()
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{}
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void CFrontEndUI::StartAttractMovie(int idx)
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{}
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void CFrontEndUI::UpdateMenuHighlights(CGuiTableGroup* grp)
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{}
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void CFrontEndUI::CompleteStateTransition()
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{}
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bool CFrontEndUI::CanBuild(const SObjectTag& tag)
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{
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return false;
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}
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void CFrontEndUI::StartStateTransition(EScreen screen)
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{}
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void CFrontEndUI::HandleDebugMenuReturnValue(CGameDebug::EReturnValue val, CArchitectureQueue& queue)
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{}
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void CFrontEndUI::Draw() const
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{
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printf("DRAW\n");
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}
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void CFrontEndUI::UpdateMovies(float dt)
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{}
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void CFrontEndUI::ProcessUserInput(const CFinalInput& input, CArchitectureQueue& queue)
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{
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}
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CIOWin::EMessageReturn CFrontEndUI::Update(float dt, CArchitectureQueue& queue)
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{
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printf("UPDATE\n");
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return EMessageReturn::Exit;
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}
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CIOWin::EMessageReturn CFrontEndUI::OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue)
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{
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switch (msg.GetType())
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{
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case EArchMsgType::UserInput:
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{
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const CArchMsgParmUserInput& input = MakeMsg::GetParmUserInput(msg);
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ProcessUserInput(input.x4_parm, queue);
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break;
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}
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case EArchMsgType::TimerTick:
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{
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float dt = MakeMsg::GetParmTimerTick(msg).x4_parm;
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return Update(dt, queue);
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}
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case EArchMsgType::QuitGameplay:
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{
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x14_phase = Phase::Six;
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break;
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}
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default: break;
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}
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return EMessageReturn::Normal;
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}
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void CFrontEndUI::StartGame()
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{}
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void CFrontEndUI::InitializeFrame()
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{}
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}
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}
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