mirror of https://github.com/AxioDL/metaforce.git
64 lines
2.2 KiB
C++
64 lines
2.2 KiB
C++
#pragma once
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#include <array>
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#include "Runtime/CToken.hpp"
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#include "Runtime/rstl.hpp"
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#include "Runtime/Graphics/Shaders/CTexturedQuadFilter.hpp"
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#include "Runtime/GuiSys/CGuiWidget.hpp"
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#include <zeus/CVector2f.hpp>
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#include <zeus/CVector3f.hpp>
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namespace zeus {
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class CColor;
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}
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namespace urde {
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class CSimplePool;
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class CTexture;
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class CAuiImagePane : public CGuiWidget {
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TLockedToken<CTexture> xb8_tex0Tok; // Used to be optional
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CAssetId xc8_tex0;
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CAssetId xcc_tex1;
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zeus::CVector2f xd0_uvBias0;
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zeus::CVector2f xd8_uvBias1;
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rstl::reserved_vector<zeus::CVector3f, 4> xe0_coords;
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rstl::reserved_vector<zeus::CVector2f, 4> x114_uvs;
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zeus::CVector2f x138_tileSize;
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float x140_interval = 0.f;
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float x144_frameTimer = 0.f;
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float x148_fadeDuration = 0.f;
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float x14c_deResFactor = 0.f;
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float x150_flashFactor = 0.f;
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struct Filters {
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CAssetId m_texId;
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CTexturedQuadFilterAlpha m_darkenerQuad;
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std::array<CTexturedQuadFilterAlpha, 2> m_flashQuad;
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std::array<CTexturedQuadFilterAlpha, 2> m_alphaQuad;
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std::array<CTexturedQuadFilterAlpha, 2> m_addQuad;
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explicit Filters(TLockedToken<CTexture>& tex);
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};
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std::optional<Filters> m_filters;
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void DoDrawImagePane(const zeus::CColor& color, const CTexture& tex, int frame, float blurAmt, bool noBlur,
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CTexturedQuadFilterAlpha& quad) const;
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public:
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CAuiImagePane(const CGuiWidgetParms& parms, CSimplePool* sp, CAssetId, CAssetId,
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rstl::reserved_vector<zeus::CVector3f, 4>&& coords, rstl::reserved_vector<zeus::CVector2f, 4>&& uvs,
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bool initTex);
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FourCC GetWidgetTypeID() const override { return FOURCC('IMGP'); }
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static std::shared_ptr<CGuiWidget> Create(CGuiFrame* frame, CInputStream& in, CSimplePool* sp);
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void Reset(ETraversalMode mode) override;
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void Update(float dt) override;
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void Draw(const CGuiWidgetDrawParms& params) override;
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bool GetIsFinishedLoadingWidgetSpecific() override;
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void SetTextureID0(CAssetId tex, CSimplePool* sp);
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void SetAnimationParms(const zeus::CVector2f& vec, float interval, float duration);
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void SetDeResFactor(float d) { x14c_deResFactor = d; }
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void SetFlashFactor(float t) { x150_flashFactor = t; }
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};
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} // namespace urde
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