mirror of https://github.com/AxioDL/metaforce.git
566 lines
21 KiB
C++
566 lines
21 KiB
C++
#include "CInventoryScreen.hpp"
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#include "GuiSys/CGuiTableGroup.hpp"
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#include "GuiSys/CGuiTextPane.hpp"
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#include "GuiSys/CGuiModel.hpp"
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#include "Input/ControlMapper.hpp"
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#include "GameGlobalObjects.hpp"
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namespace urde::MP1
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{
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struct SInventoryItem
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{
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u32 idx;
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u32 nameStrIdx;
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u32 entryStrIdx;
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};
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static const SInventoryItem ArmCannonItems[] =
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{
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{0, 0x24, 0x46}, // Power Beam
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{1, 0x25, 0x48}, // Ice Beam
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{2, 0x26, 0x4a}, // Wave Beam
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{3, 0x27, 0x4c}, // Plasma Beam
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{4, 0x28, 0x4e}, // Phazon Beam
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};
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static const SInventoryItem MorphballItems[] =
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{
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{5, 0x2e, 0x57}, // Morph Ball
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{6, 0x2f, 0x58}, // Boost Ball
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{7, 0x30, 0x59}, // Spider Ball
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{8, 0x31, 0x5a}, // Morph Ball Bomb
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{9, 0x32, 0x5b}, // Power Bomb
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};
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static const SInventoryItem SuitItems[] =
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{
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{10, 0x33, 0x52}, // Power Suit
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{11, 0x34, 0x53}, // Varia Suit
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{12, 0x35, 0x54}, // Gravity Suit
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{13, 0x36, 0x55}, // Phazon Suit
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{14, 0x37, 0x56}, // Energy Tank
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};
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static const SInventoryItem VisorItems[] =
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{
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{15, 0x38, 0x42}, // Combat Visor
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{16, 0x39, 0x43}, // Scan Visor
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{17, 0x3a, 0x44}, // X-Ray Visor
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{18, 0x3b, 0x45}, // Thermal Visor
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};
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static const SInventoryItem SecondaryItems[] =
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{
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{19, 0x3c, 0x4f}, // Space Jump Boots
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{20, 0x3d, 0x50}, // Grapple Beam
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{21, 0x3e, 0x51}, // Missile Launcher
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{22, 0x3f, 0x5c}, // Charge Beam
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{23, 0x40, 0x5d}, // Beam Combo
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};
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static const std::pair<u32, const SInventoryItem*> InventoryRegistry[] =
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{
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{5, ArmCannonItems},
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{5, MorphballItems},
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{5, SuitItems},
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{4, VisorItems},
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{5, SecondaryItems},
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};
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CInventoryScreen::CInventoryScreen(const CStateManager& mgr, CGuiFrame& frame, const CStringTable& pauseStrg,
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const CDependencyGroup& suitDgrp, const CDependencyGroup& ballDgrp)
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: CPauseScreenBase(mgr, frame, pauseStrg)
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{
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CPlayerState& playerState = *mgr.GetPlayerState();
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x19c_samusDoll = std::make_unique<CSamusDoll>(suitDgrp, ballDgrp,
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CPlayerState::EPlayerSuit(int(playerState.GetCurrentSuit()) +
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playerState.IsFusionEnabled() * 4),
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playerState.GetCurrentBeam(),
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playerState.HasPowerUp(CPlayerState::EItemType::SpiderBall),
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playerState.HasPowerUp(CPlayerState::EItemType::GrappleBeam));
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}
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bool CInventoryScreen::InputDisabled() const
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{
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return std::fabs(x19c_samusDoll->GetViewInterpolation()) > 0 || x1a8_state == EState::Leaving;
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}
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void CInventoryScreen::TransitioningAway()
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{
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x1a8_state = EState::Leaving;
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}
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void CInventoryScreen::Update(float dt, CRandom16& rand, CArchitectureQueue& archQueue)
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{
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CPauseScreenBase::Update(dt, rand, archQueue);
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x19c_samusDoll->Update(dt, rand);
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if (x10_mode == EMode::TextScroll)
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{
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if (x1ad_textViewing)
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x1a4_textBodyAlpha = std::min(4.f * dt + x1a4_textBodyAlpha, 1.f);
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else
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x1a4_textBodyAlpha = std::max(0.f, x1a4_textBodyAlpha - 4.f * dt);
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x174_textpane_body->SetColor(zeus::CColor(1.f, x1a4_textBodyAlpha));
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x180_basewidget_yicon->SetColor(zeus::CColor(1.f, 1.f - x1a4_textBodyAlpha));
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if (x1a4_textBodyAlpha == 0.f && x1a8_state == EState::Active)
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ChangeMode(EMode::RightTable);
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}
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x19c_samusDoll->SetInMorphball(
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x70_tablegroup_leftlog->GetUserSelection() == 1 && x10_mode != EMode::LeftTable);
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UpdateSamusDollPulses();
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if (x1a8_state == EState::Leaving && x1a4_textBodyAlpha == 0.f)
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x1a8_state = EState::Inactive;
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}
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void CInventoryScreen::Touch()
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{
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CPauseScreenBase::Touch();
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x19c_samusDoll->Touch();
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}
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void CInventoryScreen::ProcessControllerInput(const CFinalInput& input)
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{
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float viewInterp = x19c_samusDoll->GetViewInterpolation();
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if (x1a8_state == EState::Inactive || (viewInterp != 0.f && viewInterp != 1.f))
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return;
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float absViewInterp = std::fabs(viewInterp);
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if (input.PY() && x19c_samusDoll->IsLoaded() && (absViewInterp > 0.f || x10_mode != EMode::TextScroll))
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x19c_samusDoll->BeginViewInterpolate(absViewInterp == 0.f);
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if (absViewInterp == 1.f)
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{
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if (input.PStart())
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{
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x19c_samusDoll->BeginViewInterpolate(false);
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x198_26_exitPauseScreen = true;
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}
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else if (input.PB())
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{
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x19c_samusDoll->BeginViewInterpolate(false);
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}
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}
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if (std::fabs(x19c_samusDoll->GetViewInterpolation()) > 0.f)
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{
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float motionAmt = input.DeltaTime() * 6.f;
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float circleUp = ControlMapper::GetAnalogInput(ControlMapper::ECommands::MapCircleUp, input);
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float circleDown = ControlMapper::GetAnalogInput(ControlMapper::ECommands::MapCircleDown, input);
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float circleLeft = ControlMapper::GetAnalogInput(ControlMapper::ECommands::MapCircleLeft, input);
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float circleRight = ControlMapper::GetAnalogInput(ControlMapper::ECommands::MapCircleRight, input);
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float moveForward = ControlMapper::GetAnalogInput(ControlMapper::ECommands::MapMoveForward, input);
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float moveBack = ControlMapper::GetAnalogInput(ControlMapper::ECommands::MapMoveBack, input);
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float moveLeft = ControlMapper::GetAnalogInput(ControlMapper::ECommands::MapMoveLeft, input);
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float moveRight = ControlMapper::GetAnalogInput(ControlMapper::ECommands::MapMoveRight, input);
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float zoomIn = ControlMapper::GetAnalogInput(ControlMapper::ECommands::MapZoomIn, input);
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float zoomOut = ControlMapper::GetAnalogInput(ControlMapper::ECommands::MapZoomOut, input);
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zeus::CVector3f moveVec = {(moveRight - moveLeft) * 0.25f * motionAmt,
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(zoomIn - zoomOut) * 0.5f * motionAmt,
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(moveForward - moveBack) * 0.25f * motionAmt};
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x19c_samusDoll->SetOffset(moveVec, input.DeltaTime());
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x19c_samusDoll->SetRotation(0.5f * motionAmt * (circleDown - circleUp),
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0.5f * motionAmt * (circleRight - circleLeft),
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input.DeltaTime());
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}
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else
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{
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x1ad_textViewing = false;
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if (x10_mode == EMode::TextScroll)
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{
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int oldPage = x174_textpane_body->TextSupport().GetPageCounter();
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int newPage = oldPage;
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int totalCount = x174_textpane_body->TextSupport().GetTotalPageCount();
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bool lastPage = totalCount - 1 == oldPage;
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if (totalCount != -1)
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{
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if (input.PLAUp())
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newPage = std::max(oldPage - 1, 0);
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else if (input.PLADown() || (input.PA() && !lastPage))
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newPage = std::min(oldPage + 1, totalCount - 1);
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x174_textpane_body->TextSupport().SetPage(newPage);
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if (oldPage != newPage)
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CSfxManager::SfxStart(1444, 1.f, 0.f, false, 0x7f, false, kInvalidAreaId);
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x198_28_pulseTextArrowTop = newPage > 0;
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x198_29_pulseTextArrowBottom = !lastPage;
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}
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else
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{
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x198_29_pulseTextArrowBottom = false;
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x198_28_pulseTextArrowTop = false;
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}
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if (!x1ac_textLeaveRequested)
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x1ac_textLeaveRequested = input.PB() || (input.PA() && lastPage);
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x1ad_textViewing = !x1ac_textLeaveRequested;
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}
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else
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{
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x198_29_pulseTextArrowBottom = false;
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x198_28_pulseTextArrowTop = false;
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}
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if (x1a8_state != EState::Active)
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x1ad_textViewing = false;
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CPauseScreenBase::ProcessControllerInput(input);
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}
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}
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void CInventoryScreen::Draw(float transInterp, float totalAlpha, float yOff)
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{
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CPauseScreenBase::Draw(transInterp, totalAlpha, std::fabs(x19c_samusDoll->GetViewInterpolation()));
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x19c_samusDoll->Draw(x4_mgr, transInterp * (1.f - x1a4_textBodyAlpha));
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}
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float CInventoryScreen::GetCameraYBias() const
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{
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return std::fabs(x19c_samusDoll->GetViewInterpolation());
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}
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bool CInventoryScreen::VReady() const
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{
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return true;
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}
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bool CInventoryScreen::HasLeftInventoryItem(int idx) const
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{
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CPlayerState& playerState = *x4_mgr.GetPlayerState();
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switch (idx)
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{
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case 0: // Arm Cannon
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return true;
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case 1: // Morphball
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return playerState.HasPowerUp(CPlayerState::EItemType::MorphBall);
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case 2: // Suit
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return true;
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case 3: // Visor
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return true;
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case 4: // Secondary
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return playerState.HasPowerUp(CPlayerState::EItemType::SpaceJumpBoots) ||
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playerState.HasPowerUp(CPlayerState::EItemType::GrappleBeam) ||
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playerState.HasPowerUp(CPlayerState::EItemType::Missiles) ||
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playerState.HasPowerUp(CPlayerState::EItemType::ChargeBeam) ||
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playerState.HasPowerUp(CPlayerState::EItemType::SuperMissile) ||
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playerState.HasPowerUp(CPlayerState::EItemType::IceSpreader) ||
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playerState.HasPowerUp(CPlayerState::EItemType::Wavebuster) ||
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playerState.HasPowerUp(CPlayerState::EItemType::Flamethrower);
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default:
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return false;
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}
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}
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void CInventoryScreen::VActivate()
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{
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for (int i=0 ; i<5 ; ++i)
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{
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if (HasLeftInventoryItem(i))
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{
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xa8_textpane_categories[i]->TextSupport().SetText(xc_pauseStrg.GetString(i + 10));
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}
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else
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{
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xa8_textpane_categories[i]->TextSupport().SetText(u"??????");
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x70_tablegroup_leftlog->GetWorkerWidget(i)->SetIsSelectable(false);
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}
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}
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x178_textpane_title->TextSupport().SetText(xc_pauseStrg.GetString(9));
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x180_basewidget_yicon->SetVisibility(true, ETraversalMode::Children);
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}
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void CInventoryScreen::RightTableSelectionChanged(int oldSel, int newSel) {}
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void CInventoryScreen::UpdateTextBody()
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{
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x1ac_textLeaveRequested = false;
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const SInventoryItem& sel = InventoryRegistry[x70_tablegroup_leftlog->GetUserSelection()].second[x1c_rightSel];
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std::u16string entryText = xc_pauseStrg.GetString(sel.entryStrIdx);
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if (sel.idx == 23) // Beam combo
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{
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CPlayerState& playerState = *x4_mgr.GetPlayerState();
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entryText += xc_pauseStrg.GetString(playerState.HasPowerUp(CPlayerState::EItemType::SuperMissile) ? 71 : 65);
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entryText += xc_pauseStrg.GetString(playerState.HasPowerUp(CPlayerState::EItemType::IceSpreader) ? 73 : 65);
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entryText += xc_pauseStrg.GetString(playerState.HasPowerUp(CPlayerState::EItemType::Wavebuster) ? 75 : 65);
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entryText += xc_pauseStrg.GetString(playerState.HasPowerUp(CPlayerState::EItemType::Flamethrower) ? 77 : 65);
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}
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x174_textpane_body->TextSupport().SetText(entryText, true);
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x174_textpane_body->TextSupport().SetPage(0);
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}
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void CInventoryScreen::ChangedMode(EMode oldMode)
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{
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if (x10_mode == EMode::TextScroll)
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{
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x1ad_textViewing = true;
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UpdateTextBody();
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}
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}
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bool CInventoryScreen::HasRightInventoryItem(int idx) const
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{
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CPlayerState& playerState = *x4_mgr.GetPlayerState();
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switch (idx)
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{
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case 0: // Power Beam
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return true;
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case 1: // Ice Beam
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return playerState.HasPowerUp(CPlayerState::EItemType::IceBeam);
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case 2: // Wave Beam
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return playerState.HasPowerUp(CPlayerState::EItemType::WaveBeam);
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case 3: // Plasma Beam
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return playerState.HasPowerUp(CPlayerState::EItemType::PlasmaBeam);
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case 4: // Phazon Beam
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return playerState.HasPowerUp(CPlayerState::EItemType::PhazonSuit);
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case 5: // Morph Ball
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return playerState.HasPowerUp(CPlayerState::EItemType::MorphBall);
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case 6: // Boost Ball
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return playerState.HasPowerUp(CPlayerState::EItemType::BoostBall);
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case 7: // Spider Ball
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return playerState.HasPowerUp(CPlayerState::EItemType::SpiderBall);
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case 8: // Morph Ball Bomb
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return playerState.HasPowerUp(CPlayerState::EItemType::MorphBallBombs);
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case 9: // Power Bomb
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return playerState.HasPowerUp(CPlayerState::EItemType::PowerBombs);
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case 10: // Power Suit
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return true;
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case 11: // Varia Suit
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return playerState.HasPowerUp(CPlayerState::EItemType::VariaSuit);
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case 12: // Gravity Suit
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return playerState.HasPowerUp(CPlayerState::EItemType::GravitySuit);
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case 13: // Phazon Suit
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return playerState.HasPowerUp(CPlayerState::EItemType::PhazonSuit);
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case 14: // Energy Tank
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return playerState.HasPowerUp(CPlayerState::EItemType::EnergyTanks);
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case 15: // Combat Visor
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return true;
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case 16: // Scan Visor
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return playerState.HasPowerUp(CPlayerState::EItemType::ScanVisor);
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case 17: // X-Ray Visor
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return playerState.HasPowerUp(CPlayerState::EItemType::XRayVisor);
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case 18: // Thermal Visor
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return playerState.HasPowerUp(CPlayerState::EItemType::ThermalVisor);
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case 19: // Space Jump Boots
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return playerState.HasPowerUp(CPlayerState::EItemType::SpaceJumpBoots);
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case 20: // Grapple Beam
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return playerState.HasPowerUp(CPlayerState::EItemType::GrappleBeam);
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case 21: // Missile Launcher
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return playerState.HasPowerUp(CPlayerState::EItemType::Missiles);
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case 22: // Charge Beam
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return playerState.HasPowerUp(CPlayerState::EItemType::ChargeBeam);
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case 23: // Beam Combo
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return playerState.HasPowerUp(CPlayerState::EItemType::SuperMissile) ||
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playerState.HasPowerUp(CPlayerState::EItemType::IceSpreader) ||
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playerState.HasPowerUp(CPlayerState::EItemType::Wavebuster) ||
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playerState.HasPowerUp(CPlayerState::EItemType::Flamethrower);
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default:
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return false;
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}
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}
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bool CInventoryScreen::IsRightInventoryItemEquipped(int idx) const
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{
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CPlayerState& playerState = *x4_mgr.GetPlayerState();
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switch (idx)
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{
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case 0: // Power Beam
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return playerState.GetCurrentBeam() == CPlayerState::EBeamId::Power;
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case 1: // Ice Beam
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return playerState.GetCurrentBeam() == CPlayerState::EBeamId::Ice;
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case 2: // Wave Beam
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return playerState.GetCurrentBeam() == CPlayerState::EBeamId::Wave;
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case 3: // Plasma Beam
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return playerState.GetCurrentBeam() == CPlayerState::EBeamId::Plasma;
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case 4: // Phazon Beam
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return playerState.GetCurrentBeam() == CPlayerState::EBeamId::Phazon2;
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case 5: // Morph Ball
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return playerState.HasPowerUp(CPlayerState::EItemType::MorphBall);
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case 6: // Boost Ball
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return playerState.HasPowerUp(CPlayerState::EItemType::BoostBall);
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case 7: // Spider Ball
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return playerState.HasPowerUp(CPlayerState::EItemType::SpiderBall);
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case 8: // Morph Ball Bomb
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return playerState.HasPowerUp(CPlayerState::EItemType::MorphBallBombs);
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case 9: // Power Bomb
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return playerState.HasPowerUp(CPlayerState::EItemType::PowerBombs);
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case 10: // Power Suit
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return playerState.GetCurrentSuit() == CPlayerState::EPlayerSuit::Power;
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case 11: // Varia Suit
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return playerState.GetCurrentSuit() == CPlayerState::EPlayerSuit::Varia;
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case 12: // Gravity Suit
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return playerState.GetCurrentSuit() == CPlayerState::EPlayerSuit::Gravity;
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case 13: // Phazon Suit
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return playerState.GetCurrentSuit() == CPlayerState::EPlayerSuit::Phazon;
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case 14: // Energy Tank
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return playerState.HasPowerUp(CPlayerState::EItemType::EnergyTanks);
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case 15: // Combat Visor
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return playerState.GetCurrentVisor() == CPlayerState::EPlayerVisor::Combat;
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case 16: // Scan Visor
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return playerState.GetCurrentVisor() == CPlayerState::EPlayerVisor::Scan;
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case 17: // X-Ray Visor
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return playerState.GetCurrentVisor() == CPlayerState::EPlayerVisor::XRay;
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case 18: // Thermal Visor
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return playerState.GetCurrentVisor() == CPlayerState::EPlayerVisor::Thermal;
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case 19: // Space Jump Boots
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return playerState.HasPowerUp(CPlayerState::EItemType::SpaceJumpBoots);
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case 20: // Grapple Beam
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return playerState.HasPowerUp(CPlayerState::EItemType::GrappleBeam);
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case 21: // Missile Launcher
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return playerState.HasPowerUp(CPlayerState::EItemType::Missiles);
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case 22: // Charge Beam
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return playerState.HasPowerUp(CPlayerState::EItemType::ChargeBeam);
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case 23: // Beam Combo
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return playerState.HasPowerUp(CPlayerState::EItemType::SuperMissile) ||
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playerState.HasPowerUp(CPlayerState::EItemType::IceSpreader) ||
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playerState.HasPowerUp(CPlayerState::EItemType::Wavebuster) ||
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playerState.HasPowerUp(CPlayerState::EItemType::Flamethrower);
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default:
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return false;
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}
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}
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void CInventoryScreen::UpdateRightTable()
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{
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CPauseScreenBase::UpdateRightTable();
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const std::pair<u32, const SInventoryItem*>& category =
|
|
InventoryRegistry[x70_tablegroup_leftlog->GetUserSelection()];
|
|
|
|
int minSel = INT_MAX;
|
|
for (int i=0 ; i<5 ; ++i)
|
|
{
|
|
CGuiTextPane* title = xd8_textpane_titles[i];
|
|
if (i < category.first)
|
|
{
|
|
if (HasRightInventoryItem(category.second[i].idx))
|
|
{
|
|
title->TextSupport().SetText(xc_pauseStrg.GetString(category.second[i].nameStrIdx));
|
|
x84_tablegroup_rightlog->GetWorkerWidget(i + 1)->SetIsSelectable(true);
|
|
if (i < minSel)
|
|
minSel = i;
|
|
}
|
|
else
|
|
{
|
|
title->TextSupport().SetText(u"??????");
|
|
x84_tablegroup_rightlog->GetWorkerWidget(i + 1)->SetIsSelectable(false);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
title->TextSupport().SetText(u"??????");
|
|
}
|
|
}
|
|
|
|
if (minSel != INT_MAX)
|
|
{
|
|
x1c_rightSel = minSel;
|
|
SetRightTableSelection(x1c_rightSel, x1c_rightSel);
|
|
}
|
|
|
|
x84_tablegroup_rightlog->GetWorkerWidget(0)->SetIsSelectable(false);
|
|
x84_tablegroup_rightlog->GetWorkerWidget(x84_tablegroup_rightlog->GetElementCount() - 1)->SetIsSelectable(false);
|
|
zeus::CColor inactiveColor = g_tweakGuiColors->GetPauseItemAmberColor();
|
|
inactiveColor.a = 0.5f;
|
|
UpdateRightLogColors(false, g_tweakGuiColors->GetPauseItemAmberColor(), inactiveColor);
|
|
}
|
|
|
|
bool CInventoryScreen::ShouldLeftTableAdvance() const
|
|
{
|
|
return x19c_samusDoll->IsLoaded();
|
|
}
|
|
|
|
bool CInventoryScreen::ShouldRightTableAdvance() const
|
|
{
|
|
return std::fabs(x19c_samusDoll->GetViewInterpolation()) == 0.f;
|
|
}
|
|
|
|
u32 CInventoryScreen::GetRightTableCount() const
|
|
{
|
|
return InventoryRegistry[x70_tablegroup_leftlog->GetUserSelection()].first;
|
|
}
|
|
|
|
bool CInventoryScreen::IsRightLogDynamic() const
|
|
{
|
|
return true;
|
|
}
|
|
|
|
void CInventoryScreen::UpdateRightLogColors(bool active, const zeus::CColor& activeColor,
|
|
const zeus::CColor& inactiveColor)
|
|
{
|
|
x80_basewidget_rightlog->SetColor(active ? zeus::CColor::skWhite : zeus::CColor(1.f, 0.71f));
|
|
const std::pair<u32, const SInventoryItem*>& cat =
|
|
InventoryRegistry[x70_tablegroup_leftlog->GetUserSelection()];
|
|
for (u32 i=0 ; i<5 ; ++i)
|
|
{
|
|
if (i < cat.first && IsRightInventoryItemEquipped(cat.second[i].idx))
|
|
{
|
|
x15c_model_righttitledecos[i]->SetColor(g_tweakGuiColors->GetPauseItemBlueColor());
|
|
xd8_textpane_titles[i]->TextSupport().SetFontColor(g_tweakGuiColors->GetPauseItemBlueColor());
|
|
}
|
|
else
|
|
{
|
|
x15c_model_righttitledecos[i]->SetColor(activeColor);
|
|
xd8_textpane_titles[i]->TextSupport().SetFontColor(activeColor);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CInventoryScreen::UpdateRightLogHighlight(bool active, int idx,
|
|
const zeus::CColor& activeColor,
|
|
const zeus::CColor& inactiveColor)
|
|
{
|
|
zeus::CColor actColor = g_tweakGuiColors->GetPauseItemAmberColor() * activeColor;
|
|
zeus::CColor inactColor = g_tweakGuiColors->GetPauseItemAmberColor() * inactiveColor;
|
|
|
|
const std::pair<u32, const SInventoryItem*>& cat =
|
|
InventoryRegistry[x70_tablegroup_leftlog->GetUserSelection()];
|
|
for (u32 i=0 ; i<5 ; ++i)
|
|
{
|
|
bool act = i == idx && active;
|
|
if (i < cat.first && IsRightInventoryItemEquipped(cat.second[i].idx) && act)
|
|
x8c_model_righthighlight->SetColor(g_tweakGuiColors->GetPauseItemBlueColor());
|
|
else if (act)
|
|
x8c_model_righthighlight->SetColor(actColor);
|
|
x144_model_titles[i]->SetColor(act ? actColor : inactColor);
|
|
}
|
|
}
|
|
|
|
void CInventoryScreen::UpdateSamusDollPulses()
|
|
{
|
|
bool pulseSuit = false;
|
|
bool pulseBeam = false;
|
|
bool pulseGrapple = false;
|
|
bool pulseBoots = false;
|
|
bool pulseVisor = false;
|
|
int userSel = x70_tablegroup_leftlog->GetUserSelection();
|
|
|
|
if (x10_mode == EMode::RightTable)
|
|
{
|
|
if (userSel == 2)
|
|
pulseSuit = true;
|
|
else if (userSel == 0)
|
|
pulseBeam = true;
|
|
else if (userSel == 3)
|
|
pulseVisor = true;
|
|
else if (userSel == 4)
|
|
{
|
|
pulseGrapple = SecondaryItems[x1c_rightSel].idx == 20;
|
|
pulseBoots = SecondaryItems[x1c_rightSel].idx == 19;
|
|
if (SecondaryItems[x1c_rightSel].idx == 21)
|
|
pulseBeam = true;
|
|
}
|
|
}
|
|
|
|
x19c_samusDoll->SetPulseSuit(pulseSuit);
|
|
x19c_samusDoll->SetPulseBeam(pulseBeam);
|
|
x19c_samusDoll->SetPulseGrapple(pulseGrapple);
|
|
x19c_samusDoll->SetPulseBoots(pulseBoots);
|
|
x19c_samusDoll->SetPulseVisor(pulseVisor);
|
|
}
|
|
|
|
}
|