mirror of https://github.com/AxioDL/metaforce.git
142 lines
5.2 KiB
C++
142 lines
5.2 KiB
C++
#pragma once
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#include <list>
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#include <memory>
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#include <optional>
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#include <vector>
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#include "Runtime/Tweaks/ITweakGui.hpp"
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#include "Runtime/CDependencyGroup.hpp"
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#include "Runtime/CRandom16.hpp"
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#include "Runtime/CToken.hpp"
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#include "Runtime/CStateManager.hpp"
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#include "Runtime/Camera/CCameraFilter.hpp"
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#include "Runtime/Graphics/Shaders/CRandomStaticFilter.hpp"
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#include "Runtime/MP1/CFaceplateDecoration.hpp"
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#include "Runtime/MP1/CInGameGuiManagerCommon.hpp"
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#include "Runtime/MP1/CInventoryScreen.hpp"
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#include "Runtime/MP1/CMessageScreen.hpp"
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#include "Runtime/MP1/CPauseScreen.hpp"
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#include "Runtime/MP1/CPauseScreenBlur.hpp"
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#include "Runtime/MP1/CPlayerVisor.hpp"
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#include "Runtime/MP1/CSamusFaceReflection.hpp"
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#include "Runtime/MP1/CSaveGameScreen.hpp"
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#include <zeus/CQuaternion.hpp>
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#include <zeus/CTransform.hpp>
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#include <zeus/CVector3f.hpp>
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namespace metaforce {
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class CActorLights;
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class CArchitectureQueue;
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class CAutoMapper;
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class CGuiCamera;
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class CGuiModel;
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class CModelData;
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class CStateManager;
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namespace MP1 {
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class CPauseScreen;
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class CPauseScreenBlur;
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class CSamusHud;
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class CInGameGuiManager {
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public:
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using EHelmetVisMode = Tweaks::ITweakGui::EHelmetVisMode;
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using EHudVisMode = Tweaks::ITweakGui::EHudVisMode;
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private:
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enum class ELoadPhase { LoadDepsGroup = 0, PreLoadDeps, LoadDeps, Done };
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struct SGuiProfileInfo {};
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TLockedToken<CDependencyGroup> x0_iggmPreLoad;
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std::vector<CToken> x8_preLoadDeps;
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ELoadPhase x18_loadPhase = ELoadPhase::LoadDepsGroup;
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CRandom16 x1c_rand;
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CFaceplateDecoration x20_faceplateDecor;
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std::unique_ptr<CPlayerVisor> x30_playerVisor;
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std::unique_ptr<CSamusHud> x34_samusHud;
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std::unique_ptr<CAutoMapper> x38_autoMapper;
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std::unique_ptr<CPauseScreenBlur> x3c_pauseScreenBlur;
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std::unique_ptr<CSamusFaceReflection> x40_samusReflection;
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std::unique_ptr<CMessageScreen> x44_messageScreen;
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std::unique_ptr<CPauseScreen> x48_pauseScreen;
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std::unique_ptr<CSaveGameScreen> x4c_saveUI;
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TLockedToken<CTexture> x50_deathDot;
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std::vector<TLockedToken<CDependencyGroup>> x5c_pauseScreenDGRPs;
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std::vector<TLockedToken<CDependencyGroup>> xc8_inGameGuiDGRPs;
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std::vector<u32> xd8_;
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std::vector<CToken> xe8_pauseResources;
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CCameraFilterPass<CColoredQuadFilter> xf8_camFilter;
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CAssetId x124_pauseGameHudMessage;
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float x128_pauseGameHudTime = 0.f;
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std::list<CToken> x12c_;
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u32 x140_ = 0;
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CGuiWidget* x144_basewidget_automapper = nullptr;
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CGuiModel* x148_model_automapper = nullptr;
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CGuiCamera* x14c_basehud_camera = nullptr;
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CGuiWidget* x150_basewidget_functional = nullptr;
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zeus::CQuaternion x154_automapperRotate;
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zeus::CVector3f x164_automapperOffset;
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zeus::CQuaternion x170_camRotate;
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zeus::CVector3f x180_camOffset;
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zeus::CTransform x18c_mapCamXf;
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EInGameGuiState x1bc_prevState = EInGameGuiState::Zero;
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EInGameGuiState x1c0_nextState = EInGameGuiState::Zero;
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SOnScreenTex x1c4_onScreenTex;
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float x1d8_onScreenTexAlpha = 0.f;
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TLockedToken<CTexture> x1dc_onScreenTexTok; // Used to be heap-allocated
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std::optional<CTexturedQuadFilterAlpha> m_onScreenQuad;
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EHelmetVisMode x1e0_helmetVisMode;
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bool x1e4_enableTargetingManager;
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bool x1e8_enableAutoMapper;
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EHudVisMode x1ec_hudVisMode;
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u32 x1f0_enablePlayerVisor;
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float x1f4_visorStaticAlpha;
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bool x1f8_24_ : 1 = false;
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bool x1f8_25_playerAlive : 1 = true;
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bool x1f8_26_deferTransition : 1 = false;
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bool x1f8_27_exitSaveUI : 1 = true;
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std::optional<CTexturedQuadFilter> m_deathRenderTexQuad;
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std::optional<CTexturedQuadFilter> m_deathDotQuad;
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CRandomStaticFilter m_randomStatic{EFilterType::Blend};
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CColoredQuadFilter m_deathWhiteout{EFilterType::Blend};
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CColoredQuadFilter m_deathBlackout{EFilterType::Blend};
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static std::vector<TLockedToken<CDependencyGroup>> LockPauseScreenDependencies();
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bool CheckDGRPLoadComplete() const;
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void BeginStateTransition(EInGameGuiState state, CStateManager& stateMgr);
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void EnsureStates(CStateManager& stateMgr);
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void DoStateTransition(CStateManager& stateMgr);
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void DestroyAreaTextures(CStateManager& stateMgr);
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void TryReloadAreaTextures();
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bool IsInGameStateNotTransitioning() const;
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bool IsInPausedStateNotTransitioning() const;
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void UpdateAutoMapper(float dt, CStateManager& stateMgr);
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void OnNewPauseScreenState(CArchitectureQueue& archQueue);
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void RefreshHudOptions();
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public:
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explicit CInGameGuiManager(CStateManager& stateMgr, CArchitectureQueue& archQueue);
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bool CheckLoadComplete(CStateManager& stateMgr);
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void Update(CStateManager& stateMgr, float dt, CArchitectureQueue& archQueue, bool useHud);
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void ProcessControllerInput(CStateManager& stateMgr, const CFinalInput& input, CArchitectureQueue& archQueue);
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void PreDraw(CStateManager& stateMgr, bool cameraActive);
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void Draw(CStateManager& stateMgr);
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void ShowPauseGameHudMessage(CStateManager& stateMgr, CAssetId pauseMsg, float time);
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void PauseGame(CStateManager& stateMgr, EInGameGuiState state);
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void StartFadeIn();
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bool WasInGame() const {
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return x1bc_prevState >= EInGameGuiState::Zero && x1bc_prevState <= EInGameGuiState::InGame;
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}
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bool IsInGame() const { return x1c0_nextState >= EInGameGuiState::Zero && x1c0_nextState <= EInGameGuiState::InGame; }
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bool IsInSaveUI() const { return x1f8_27_exitSaveUI; }
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bool GetIsGameDraw() const;
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};
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} // namespace MP1
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} // namespace metaforce
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