mirror of https://github.com/AxioDL/metaforce.git
238 lines
10 KiB
C++
238 lines
10 KiB
C++
#pragma once
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#include <array>
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#include <memory>
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#include <string_view>
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#include <vector>
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#include "Runtime/CToken.hpp"
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#include "Runtime/rstl.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/GuiSys/CHudBallInterface.hpp"
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#include "Runtime/GuiSys/CHudBossEnergyInterface.hpp"
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#include "Runtime/GuiSys/CHudDecoInterface.hpp"
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#include "Runtime/GuiSys/CHudEnergyInterface.hpp"
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#include "Runtime/GuiSys/CHudFreeLookInterface.hpp"
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#include "Runtime/GuiSys/CHudHelmetInterface.hpp"
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#include "Runtime/GuiSys/CHudMissileInterface.hpp"
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#include "Runtime/GuiSys/CHudRadarInterface.hpp"
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#include "Runtime/GuiSys/CHudThreatInterface.hpp"
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#include "Runtime/GuiSys/CHudVisorBeamMenu.hpp"
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#include "Runtime/GuiSys/CTargetingManager.hpp"
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#include "Runtime/MP1/CInGameGuiManager.hpp"
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#include "Runtime/World/CHUDMemoParms.hpp"
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#include <zeus/CColor.hpp>
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#include <zeus/CMatrix3f.hpp>
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#include <zeus/CQuaternion.hpp>
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#include <zeus/CVector3f.hpp>
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namespace metaforce {
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class CGuiFrame;
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class CGuiLight;
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class CStateManager;
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enum class EHudState { Combat, XRay, Thermal, Scan, Ball, None };
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namespace MP1 {
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class CSamusHud {
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enum class ELoadPhase { Zero, One, Two, Three };
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enum class ETransitionState { NotTransitioning, Countdown, Loading, Transitioning };
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struct SCachedHudLight {
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zeus::CVector3f x0_pos;
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zeus::CColor xc_color;
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float x10_distC = 0.f;
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float x14_distL = 0.f;
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float x18_distQ = 0.f;
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float x1c_fader = 0.f;
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SCachedHudLight(const zeus::CVector3f& pos, const zeus::CColor& color, float f1, float f2, float f3, float f4)
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: x0_pos(pos), xc_color(color), x10_distC(f1), x14_distL(f2), x18_distQ(f3), x1c_fader(f4) {}
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};
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struct SVideoBand {
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CGuiModel* x0_videoband = nullptr;
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float x4_randA = 0.f;
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float x8_randB = 0.f;
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};
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struct SProfileInfo {
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u32 x0_ = 0;
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u32 x4_ = 0;
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u64 x8_profUsec = 0;
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};
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friend class CInGameGuiManager;
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ELoadPhase x4_loadPhase = ELoadPhase::Zero;
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CTargetingManager x8_targetingMgr;
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TLockedToken<CGuiFrame> x258_frmeHelmet;
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CGuiFrame* x264_loadedFrmeHelmet = nullptr;
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TLockedToken<CGuiFrame> x268_frmeBaseHud;
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CGuiFrame* x274_loadedFrmeBaseHud = nullptr;
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TLockedToken<CGuiFrame> x278_selectedHud; // used to be optional
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CGuiFrame* x288_loadedSelectedHud = nullptr;
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std::unique_ptr<CHudEnergyInterface> x28c_energyIntf;
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std::unique_ptr<CHudThreatInterface> x290_threatIntf;
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std::unique_ptr<CHudMissileInterface> x294_missileIntf;
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std::unique_ptr<IFreeLookInterface> x298_freeLookIntf;
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std::unique_ptr<IHudDecoInterface> x29c_decoIntf;
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std::unique_ptr<CHudHelmetInterface> x2a0_helmetIntf;
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std::unique_ptr<CHudVisorBeamMenu> x2a4_visorMenu;
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std::unique_ptr<CHudVisorBeamMenu> x2a8_beamMenu;
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std::unique_ptr<CHudRadarInterface> x2ac_radarIntf;
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std::unique_ptr<CHudBallInterface> x2b0_ballIntf;
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std::unique_ptr<CHudBossEnergyInterface> x2b4_bossEnergyIntf;
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EHudState x2b8_curState = EHudState::None;
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EHudState x2bc_nextState = EHudState::None;
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EHudState x2c0_setState = EHudState::None;
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ETransitionState x2c4_activeTransState = ETransitionState::NotTransitioning;
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float x2c8_transT = 1.f;
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u32 x2cc_preLoadCountdown = 0;
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float x2d0_playerHealth = 0.f;
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u32 x2d4_totalEnergyTanks = 0;
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u32 x2d8_missileAmount = 0;
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u32 x2dc_missileCapacity = 0;
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bool x2e0_24_inFreeLook : 1 = false;
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bool x2e0_25_lookControlHeld : 1 = false;
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bool x2e0_26_latestFirstPerson : 1 = true;
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bool x2e0_27_energyLow : 1;
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u32 x2e4_ = 0;
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u32 x2e8_ = 0;
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CPlayerGun::EMissileMode x2ec_missileMode = CPlayerGun::EMissileMode::Inactive;
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float x2f0_visorBeamMenuAlpha = 1.f;
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zeus::CVector3f x2f8_fpCamDir;
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zeus::CVector3f x304_basewidgetIdlePos;
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zeus::CVector3f x310_cameraPos;
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zeus::CQuaternion x31c_hudLag;
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zeus::CQuaternion x32c_invHudLag;
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std::unique_ptr<CActorLights> x33c_lights;
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rstl::reserved_vector<SCachedHudLight, 3> x340_hudLights;
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CSfxHandle x3a4_damageSfx;
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CCameraFilterPass x3a8_camFilter;
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CGuiLight* x3d4_damageLight = nullptr;
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std::vector<zeus::CTransform> x3d8_lightTransforms;
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float x3e8_damageTIme = 0.f;
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float x3ec_damageLightPulser = 0.f;
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float x3f0_damageFilterAmtInit = 1.f;
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float x3f4_damageFilterAmt = 0.f;
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float x3f8_damageFilterAmtGain = 0.f;
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float x3fc_hudDamagePracticalsInit = 0.f;
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float x400_hudDamagePracticals = 0.f;
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float x404_hudDamagePracticalsGain = 0.f;
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zeus::CVector3f x408_damagerToPlayerNorm;
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float x414_decoShakeTranslateAmt = 0.f;
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float x418_decoShakeTranslateAmtVel = 0.f;
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zeus::CVector3f x41c_decoShakeTranslate;
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zeus::CMatrix3f x428_decoShakeRotate;
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zeus::CQuaternion x44c_hudLagShakeRot;
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float x45c_decoShakeAmtInit = 0.f;
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float x460_decoShakeAmt = 0.f;
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float x464_decoShakeAmtGain = 0.f;
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rstl::reserved_vector<zeus::CTransform, 3> x46c_;
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zeus::CVector2f x500_viewportScale = {1.f, 1.f};
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CSfxHandle x508_staticSfxHi;
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CSfxHandle x50c_staticSfxLo;
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float x510_staticInterp = 0.f;
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float x514_staticCycleTimerHi = 0.f;
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float x518_staticCycleTimerLo = 0.f;
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CCameraFilterPass x51c_camFilter2;
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CHUDMemoParms x548_hudMemoParms;
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TLockedToken<CStringTable> x550_hudMemoString;
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u32 x554_hudMemoIdx = 0;
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float x558_messageTextTime = 0.f;
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float x55c_lastSfxChars = 0.f;
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float x560_messageTextScale = 0.f;
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CSfxHandle x564_freeLookSfx;
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zeus::CVector3f x568_fpCamDir;
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float x574_lookDeltaDot = 1.f;
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float x578_freeLookSfxCycleTimer = 0.f;
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float x57c_energyLowTimer = 0.f;
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float x580_energyLowPulse = 0.f;
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float x584_abuttonPulse = 0.f;
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CGuiWidget* x588_base_basewidget_pivot;
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CGuiWidget* x58c_helmet_BaseWidget_Pivot;
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CGuiModel* x590_base_Model_AutoMapper;
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CGuiTextPane* x594_base_textpane_counter;
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CGuiWidget* x598_base_basewidget_message;
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CGuiTextPane* x59c_base_textpane_message;
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CGuiModel* x5a0_base_model_abutton;
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rstl::reserved_vector<SVideoBand, 4> x5a4_videoBands;
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rstl::reserved_vector<CGuiLight*, 4> x5d8_guiLights;
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std::array<float, 16> x5ec_camFovTweaks;
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std::array<float, 64> x62c_camYTweaks;
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std::array<float, 32> x72c_camZTweaks;
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rstl::reserved_vector<SProfileInfo, 15> x7ac_;
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static CSamusHud* g_SamusHud;
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static rstl::reserved_vector<bool, 4> BuildPlayerHasVisors(const CStateManager& mgr);
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static rstl::reserved_vector<bool, 4> BuildPlayerHasBeams(const CStateManager& mgr);
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void InitializeFrameGluePermanent(const CStateManager& mgr);
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void InitializeFrameGlueMutable(const CStateManager& mgr);
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void UninitializeFrameGlueMutable();
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void InitializeDamageLight();
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void UpdateEnergy(float dt, const CStateManager& mgr, bool init);
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void UpdateFreeLook(float dt, const CStateManager& mgr);
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void UpdateMissile(float dt, const CStateManager& mgr, bool init);
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void UpdateVideoBands(float dt, const CStateManager& mgr);
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void UpdateBallMode(const CStateManager& mgr, bool init);
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void UpdateThreatAssessment(float dt, const CStateManager& mgr);
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void UpdateVisorAndBeamMenus(float dt, const CStateManager& mgr);
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void UpdateCameraDebugSettings();
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void UpdateEnergyLow(float dt, const CStateManager& mgr);
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void ApplyClassicLag(const zeus::CUnitVector3f& lookDir, zeus::CQuaternion& rot, const CStateManager& mgr, float dt,
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bool invert);
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void UpdateHudLag(float dt, const CStateManager& mgr);
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bool IsCachedLightInAreaLights(const SCachedHudLight& light, const CActorLights& areaLights) const;
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bool IsAreaLightInCachedLights(const CLight& light) const;
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int FindEmptyHudLightSlot(const CLight& light) const;
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zeus::CColor GetVisorHudLightColor(const zeus::CColor& color, const CStateManager& mgr) const;
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void UpdateHudDynamicLights(float dt, const CStateManager& mgr);
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void UpdateHudDamage(float dt, const CStateManager& mgr, Tweaks::ITweakGui::EHelmetVisMode helmetVis);
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void UpdateStaticSfx(CSfxHandle& handle, float& cycleTimer, u16 sfxId, float dt, float oldStaticInterp,
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float staticThreshold);
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void UpdateStaticInterference(float dt, const CStateManager& mgr);
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int GetRelativeDirection(const zeus::CVector3f& position, const CStateManager& mgr);
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void ShowDamage(const zeus::CVector3f& position, float dam, float prevDam, const CStateManager& mgr);
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void EnterFirstPerson(const CStateManager& mgr);
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void LeaveFirstPerson(const CStateManager& mgr);
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void DrawAttachedEnemyEffect(const CStateManager& mgr);
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static EHudState GetDesiredHudState(const CStateManager& mgr);
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public:
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explicit CSamusHud(CStateManager& stateMgr);
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~CSamusHud();
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void Update(float dt, const CStateManager& mgr, CInGameGuiManager::EHelmetVisMode helmetVis, bool hudVis,
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bool targetingManager);
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void Draw(const CStateManager& mgr, float alpha, CInGameGuiManager::EHelmetVisMode helmetVis, bool hudVis,
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bool targetingManager);
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void DrawHelmet(const CStateManager& mgr, float camYOff);
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void ProcessControllerInput(const CFinalInput& input);
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void UpdateStateTransition(float time, const CStateManager& mgr);
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bool CheckLoadComplete(CStateManager& stateMgr);
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void OnNewInGameGuiState(EInGameGuiState state, CStateManager& stateMgr);
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void RefreshHudOptions();
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void Touch();
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CTargetingManager& GetTargetingManager() { return x8_targetingMgr; }
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const zeus::CVector2f& GetViewportScale() const { return x500_viewportScale; }
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static zeus::CTransform BuildFinalCameraTransform(const zeus::CQuaternion& rot, const zeus::CVector3f& pos,
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const zeus::CVector3f& camPos);
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static void DisplayHudMemo(std::u16string_view text, const CHUDMemoParms& info) {
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if (g_SamusHud)
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g_SamusHud->InternalDisplayHudMemo(text, info);
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}
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void InternalDisplayHudMemo(std::u16string_view text, const CHUDMemoParms& info) { SetMessage(text, info); }
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void SetMessage(std::u16string_view text, const CHUDMemoParms& info);
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static void DeferHintMemo(CAssetId strg, u32 strgIdx, const CHUDMemoParms& info) {
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if (g_SamusHud)
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g_SamusHud->InternalDeferHintMemo(strg, strgIdx, info);
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}
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void InternalDeferHintMemo(CAssetId strg, u32 strgIdx, const CHUDMemoParms& info);
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CGuiFrame* GetBaseHudFrame() const { return x274_loadedFrmeBaseHud; }
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};
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} // namespace MP1
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} // namespace metaforce
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