metaforce/Runtime/MP1/CMFGame.hpp

76 lines
1.9 KiB
C++

#pragma once
#include "CMFGameBase.hpp"
#include "CInGameGuiManager.hpp"
#include "Graphics/Shaders/CColoredQuadFilter.hpp"
namespace urde {
class CStateManager;
class CToken;
namespace MP1 {
enum class EGameFlowState { InGame = 0, Paused, SamusDied, CinematicSkip };
class CMFGame : public CMFGameBase {
std::shared_ptr<CStateManager> x14_stateManager;
std::shared_ptr<CInGameGuiManager> x18_guiManager;
EGameFlowState x1c_flowState = EGameFlowState::InGame;
float x20_cineSkipTime;
u32 x24_ = 0;
TUniqueId x28_skippedCineCam = kInvalidUniqueId;
union {
struct {
bool x2a_24_initialized : 1;
bool x2a_25_samusAlive : 1;
};
u8 _dummy = 0;
};
CColoredQuadFilter m_fadeToBlack = {EFilterType::Multiply};
bool IsCameraActiveFlow() const {
return (x1c_flowState == EGameFlowState::InGame || x1c_flowState == EGameFlowState::SamusDied);
}
public:
CMFGame(const std::weak_ptr<CStateManager>& stateMgr, const std::weak_ptr<CInGameGuiManager>& guiMgr,
const CArchitectureQueue&);
~CMFGame();
CIOWin::EMessageReturn OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue);
void Touch();
void Draw() const;
void PlayerDied();
void UnpauseGame();
void EnterMessageScreen(float time);
void SaveGame();
void EnterLogBook();
void PauseGame();
void EnterMapScreen();
};
class CMFGameLoader : public CMFGameLoaderBase {
std::shared_ptr<CStateManager> x14_stateMgr;
std::shared_ptr<CInGameGuiManager> x18_guiMgr;
std::vector<CToken> x1c_loadList;
union {
struct {
bool x2c_24_initialized : 1;
bool x2c_25_transitionFinished : 1;
};
u8 _dummy = 0;
};
void MakeLoadDependencyList();
public:
CMFGameLoader();
~CMFGameLoader();
EMessageReturn OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue);
void Draw() const;
};
} // namespace MP1
} // namespace urde