metaforce/Runtime/GuiSys/CGuiFrame.hpp

102 lines
3.3 KiB
C++

#pragma once
#include "CGuiWidget.hpp"
#include "CGuiHeadWidget.hpp"
#include "CGuiWidgetIdDB.hpp"
#include "IObj.hpp"
#include <array>
namespace urde {
class CGuiSys;
class CLight;
class CGuiCamera;
struct CFinalInput;
class CGuiLight;
class CVParamTransfer;
class CObjectReference;
class CSimplePool;
class CBooModel;
class CGuiFrame {
friend class CGuiSys;
private:
std::vector<CGuiLight*> m_indexedLights;
CAssetId x0_id;
u32 x4_ = 0;
CGuiSys& x8_guiSys;
std::shared_ptr<CGuiHeadWidget> xc_headWidget;
std::shared_ptr<CGuiWidget> x10_rootWidget;
std::shared_ptr<CGuiCamera> x14_camera;
CGuiWidgetIdDB x18_idDB;
std::vector<std::shared_ptr<CGuiWidget>> x2c_widgets;
std::vector<std::shared_ptr<CGuiLight>> x3c_lights;
int x4c_a;
int x50_b;
int x54_c;
bool x58_24_loaded : 1;
zeus::CTransform m_aspectTransform;
float m_aspectConstraint = -1.f;
float m_maxAspect = -1.f;
mutable bool m_inMouseDown = false;
mutable CGuiWidget* m_mouseDownWidget = nullptr;
mutable CGuiWidget* m_lastMouseOverWidget = nullptr;
std::function<void(CGuiWidget*, CGuiWidget*)> m_mouseOverChangeCb;
std::function<void(CGuiWidget*)> m_mouseDownCb;
std::function<void(CGuiWidget*)> m_mouseUpCb;
public:
CGuiFrame(CAssetId id, CGuiSys& sys, int a, int b, int c, CSimplePool* sp);
~CGuiFrame();
CGuiSys& GetGuiSys() { return x8_guiSys; }
CAssetId GetAssetId() const { return x0_id; }
CGuiLight* GetFrameLight(int idx) const { return m_indexedLights[idx]; }
CGuiCamera* GetFrameCamera() const { return x14_camera.get(); }
CGuiWidget* FindWidget(std::string_view name) const;
CGuiWidget* FindWidget(s16 id) const;
void SetFrameCamera(std::shared_ptr<CGuiCamera>&& camr) { x14_camera = std::move(camr); }
void SetHeadWidget(std::shared_ptr<CGuiHeadWidget>&& hwig) { xc_headWidget = std::move(hwig); }
CGuiHeadWidget* GetHeadWidget() const { return xc_headWidget.get(); }
void SortDrawOrder();
void EnableLights(u32 lights, CBooModel& model) const;
void DisableLights() const;
void RemoveLight(CGuiLight* light);
void AddLight(CGuiLight* light);
void RegisterLight(std::shared_ptr<CGuiLight>&& light);
bool GetIsFinishedLoading() const;
void Touch() const;
const zeus::CTransform& GetAspectTransform() const { return m_aspectTransform; }
void SetAspectConstraint(float c);
void SetMaxAspect(float c);
void SetMouseOverChangeCallback(std::function<void(CGuiWidget*, CGuiWidget*)>&& cb) {
m_mouseOverChangeCb = std::move(cb);
}
void SetMouseDownCallback(std::function<void(CGuiWidget*)>&& cb) {
m_mouseDownCb = std::move(cb);
}
void SetMouseUpCallback(std::function<void(CGuiWidget*)>&& cb) {
m_mouseUpCb = std::move(cb);
}
void Update(float dt);
void Draw(const CGuiWidgetDrawParms& parms) const;
CGuiWidget* BestCursorHit(const zeus::CVector2f& point, const CGuiWidgetDrawParms& parms) const;
void Initialize();
void LoadWidgetsInGame(CInputStream& in, CSimplePool* sp);
void ProcessUserInput(const CFinalInput& input) const;
CGuiWidgetIdDB& GetWidgetIdDB() { return x18_idDB; }
static std::unique_ptr<CGuiFrame> CreateFrame(CAssetId frmeId, CGuiSys& sys, CInputStream& in, CSimplePool* sp);
};
std::unique_ptr<IObj> RGuiFrameFactoryInGame(const SObjectTag& tag, CInputStream& in, const CVParamTransfer& vparms,
CObjectReference* selfRef);
} // namespace urde