metaforce/Runtime/MP1/CInGameGuiManager.cpp

365 lines
10 KiB
C++

#include "CInGameGuiManager.hpp"
#include "GameGlobalObjects.hpp"
#include "CSimplePool.hpp"
#include "World/CPlayer.hpp"
#include "CDependencyGroup.hpp"
#include "CSimplePool.hpp"
#include "GuiSys/CGuiFrame.hpp"
#include "GuiSys/CGuiCamera.hpp"
#include "GuiSys/CGuiModel.hpp"
#include "AutoMapper/CAutoMapper.hpp"
#include "Particle/CGenDescription.hpp"
#include "Audio/CSfxManager.hpp"
#include "CPauseScreen.hpp"
#include "CSamusHud.hpp"
#include "CInventoryScreen.hpp"
#include "CPauseScreen.hpp"
#include "Input/CInputGenerator.hpp"
namespace urde
{
namespace MP1
{
static const char* InGameGuiDGRPs[] =
{
"InGameGui_DGRP",
"Ice_DGRP",
"Phazon_DGRP",
"Plasma_DGRP",
"Power_DGRP",
"Wave_DGRP",
"BallTransition_DGRP",
"GravitySuit_DGRP",
"Ice_Anim_DGRP",
"Plasma_Anim_DGRP",
"PowerSuit_DGRP",
"Power_Anim_DGRP",
"VariaSuit_DGRP",
"Wave_Anim_DGRP"
};
static const char* PauseScreenDGRPs[] =
{
"InventorySuitPower_DGRP",
"InventorySuitVaria_DGRP",
"InventorySuitGravity_DGRP",
"InventorySuitPhazon_DGRP",
"InventorySuitFusionPower_DGRP",
"InventorySuitFusionVaria_DGRP",
"InventorySuitFusionGravity_DGRP",
"InventorySuitFusionPhazon_DGRP",
"SamusBallANCS_DGRP",
"SamusSpiderBallANCS_DGRP",
"PauseScreenDontDump_DGRP",
"PauseScreenDontDump_NoARAM_DGRP",
"PauseScreenTokens_DGRP"
};
std::vector<TLockedToken<CDependencyGroup>> CInGameGuiManager::LockPauseScreenDependencies()
{
std::vector<TLockedToken<CDependencyGroup>> ret;
ret.reserve(13);
for (int i=0 ; i<13 ; ++i)
ret.push_back(g_SimplePool->GetObj(PauseScreenDGRPs[i]));
return ret;
}
bool CInGameGuiManager::CheckDGRPLoadComplete() const
{
for (const auto& dgrp : x5c_pauseScreenDGRPs)
if (!dgrp.IsLoaded())
return false;
for (const auto& dgrp : xc8_inGameGuiDGRPs)
if (!dgrp.IsLoaded())
return false;
return true;
}
void CInGameGuiManager::BeginStateTransition(EInGameGuiState state, CStateManager& stateMgr)
{
if (x1c0_nextState == state)
return;
x1bc_prevState = x1c0_nextState;
x1c0_nextState = state;
switch (state)
{
case EInGameGuiState::InGame:
{
CSfxManager::SetChannel(CSfxManager::ESfxChannels::Game);
x4c_saveUI.reset();
x38_autoMapper->UnmuteAllLoopedSounds();
break;
}
case EInGameGuiState::PauseHUDMessage:
{
x44_messageScreen = std::make_unique<CMessageScreen>(x124_pauseGameHudMessage, x128_pauseGameHudTime);
break;
}
case EInGameGuiState::PauseSaveGame:
{
x4c_saveUI = std::make_unique<CSaveGameScreen>(ESaveContext::InGame, g_GameState->GetCardSerial());
break;
}
default:
{
if (x1bc_prevState >= EInGameGuiState::Zero && x1bc_prevState <= EInGameGuiState::InGame)
x1f8_26_deferTransition = true;
break;
}
}
x3c_pauseScreen->OnNewInGameGuiState(state, stateMgr);
if (!x1f8_26_deferTransition)
DoStateTransition(stateMgr);
}
void CInGameGuiManager::EnsureStates(CStateManager& stateMgr)
{
if (x1f8_26_deferTransition)
{
if (!x3c_pauseScreen->GetX50_25())
{
DestroyAreaTextures(stateMgr);
x1f8_26_deferTransition = false;
DoStateTransition(stateMgr);
}
}
}
void CInGameGuiManager::DoStateTransition(CStateManager& stateMgr)
{
x34_samusHud->OnNewInGameGuiState(x1c0_nextState, stateMgr);
x38_autoMapper->OnNewInGameGuiState(x1c0_nextState, stateMgr);
bool needsLock;
switch (x1c0_nextState)
{
case EInGameGuiState::PauseGame:
case EInGameGuiState::PauseLogBook:
if (!x48_inventoryScreen)
{
auto pState = stateMgr.GetPlayerState();
CPlayerState::EPlayerSuit suit = pState->GetCurrentSuitRaw();
int suitResIdx;
if (pState->IsFusionEnabled())
{
switch (suit)
{
case CPlayerState::EPlayerSuit::Phazon:
suitResIdx = 7;
break;
case CPlayerState::EPlayerSuit::Gravity:
suitResIdx = 6;
break;
case CPlayerState::EPlayerSuit::Varia:
suitResIdx = 5;
break;
default:
suitResIdx = 4;
break;
}
}
else
{
switch (suit)
{
case CPlayerState::EPlayerSuit::Phazon:
suitResIdx = 3;
break;
case CPlayerState::EPlayerSuit::Gravity:
suitResIdx = 2;
break;
case CPlayerState::EPlayerSuit::Varia:
suitResIdx = 1;
break;
default:
suitResIdx = 0;
break;
}
}
int w1 = x1c0_nextState == EInGameGuiState::PauseLogBook ? 0 : 2;
CDependencyGroup* suitGrp = x5c_pauseScreenDGRPs[suitResIdx].GetObj();
x48_inventoryScreen = std::make_unique<CInventoryScreen>(w1, *suitGrp, *suitGrp);
}
case EInGameGuiState::MapScreen:
case EInGameGuiState::PauseSaveGame:
case EInGameGuiState::PauseHUDMessage:
needsLock = true;
break;
default:
needsLock = false;
break;
}
for (CToken& tok : xe8_pauseResources)
{
if (needsLock)
tok.Lock();
else
tok.Unlock();
}
}
void CInGameGuiManager::DestroyAreaTextures(CStateManager& stateMgr)
{
}
void CInGameGuiManager::TryReloadAreaTextures()
{
}
CInGameGuiManager::CInGameGuiManager(CStateManager& stateMgr,
CArchitectureQueue& archQueue)
: x0_iggmPreLoad(g_SimplePool->GetObj("PreLoadIGGM_DGRP")), x1c_rand(1234),
x20_faceplateDecor(stateMgr), x50_deathDot(g_SimplePool->GetObj("TXTR_DeathDot")),
x5c_pauseScreenDGRPs(LockPauseScreenDependencies())
{
x1e0_helmetVisMode = g_tweakGui->GetHelmetVisMode();
x1e4_enableTargetingManager = g_tweakGui->GetEnableTargetingManager();
x1e8_enableAutoMapper = g_tweakGui->GetEnableAutoMapper();
x1ec_hudVisMode = g_tweakGui->GetHudVisMode();
x1f0_enablePlayerVisor = g_tweakGui->GetEnablePlayerVisor();
x1f4_player74c = stateMgr.GetPlayer().Get74C();
x1f8_25_ = true;
x1f8_27_inSaveUI = true;
xc8_inGameGuiDGRPs.reserve(14);
for (int i=0 ; i<14 ; ++i)
xc8_inGameGuiDGRPs.push_back(g_SimplePool->GetObj(PauseScreenDGRPs[i]));
}
bool CInGameGuiManager::CheckLoadComplete(CStateManager& stateMgr)
{
switch (x18_loadPhase)
{
case ELoadPhase::LoadDepsGroup:
{
if (!x0_iggmPreLoad.IsLoaded())
return false;
const auto& tags = x0_iggmPreLoad->GetObjectTagVector();
x8_preLoadDeps.reserve(tags.size());
for (const SObjectTag& tag : tags)
{
x8_preLoadDeps.push_back(g_SimplePool->GetObj(tag));
x8_preLoadDeps.back().Lock();
}
x0_iggmPreLoad.Unlock();
x18_loadPhase = ELoadPhase::PreLoadDeps;
}
case ELoadPhase::PreLoadDeps:
{
for (CToken& tok : x8_preLoadDeps)
if (!tok.IsLoaded())
return false;
x18_loadPhase = ELoadPhase::LoadDeps;
x30_playerVisor = std::make_unique<CPlayerVisor>(stateMgr);
x34_samusHud = std::make_unique<CSamusHud>(stateMgr);
x38_autoMapper = std::make_unique<CAutoMapper>(stateMgr);
x3c_pauseScreen = std::make_unique<CPauseScreen>();
x40_samusReflection = std::make_unique<CSamusFaceReflection>(stateMgr);
}
case ELoadPhase::LoadDeps:
{
if (!x38_autoMapper->CheckLoadComplete())
return false;
if (!x34_samusHud->CheckLoadComplete(stateMgr))
return false;
if (!x50_deathDot.IsLoaded())
return false;
if (!CheckDGRPLoadComplete())
return false;
x8_preLoadDeps.clear();
CGuiFrame& baseHud = *x34_samusHud->x274_loadedBaseHud;
x144_basewidget_automapper = baseHud.FindWidget("BaseWidget_AutoMapper");
x148_model_automapper = static_cast<CGuiModel*>(baseHud.FindWidget("Model_AutoMapper"));
x14c_basehud_camera = baseHud.GetFrameCamera();
x150_basewidget_functional = baseHud.FindWidget("BaseWidget_Functional");
x154_automapperRotate = zeus::CQuaternion(x144_basewidget_automapper->GetLocalTransform().basis);
x164_automapperOffset = x144_basewidget_automapper->GetLocalPosition();
x170_camRotate = zeus::CQuaternion::skNoRotation;
x180_camOffset = x14c_basehud_camera->GetLocalPosition() +
zeus::CVector3f(0.f, 2.f, g_tweakAutoMapper->GetCamVerticalOffset());
zeus::CMatrix3f mtx(x170_camRotate);
x18c_camXf = zeus::CTransform(mtx, x180_camOffset);
BeginStateTransition(EInGameGuiState::InGame, stateMgr);
x18_loadPhase = ELoadPhase::Done;
}
case ELoadPhase::Done:
{
x34_samusHud->Touch();
return true;
}
default:
return false;
}
}
void CInGameGuiManager::Update(CStateManager& stateMgr, float dt, CArchitectureQueue& archQueue, bool)
{
EnsureStates(stateMgr);
}
void CInGameGuiManager::ProcessControllerInput(CStateManager& stateMgr, const CFinalInput& input,
CArchitectureQueue& archQueue)
{
}
void CInGameGuiManager::PreDraw(CStateManager& stateMgr)
{
}
void CInGameGuiManager::Draw(CStateManager& stateMgr)
{
}
void CInGameGuiManager::ShowPauseGameHudMessage(CStateManager& stateMgr, ResId pauseMsg, float time)
{
x124_pauseGameHudMessage = pauseMsg;
x128_pauseGameHudTime = time;
PauseGame(stateMgr, EInGameGuiState::PauseHUDMessage);
}
void CInGameGuiManager::PauseGame(CStateManager& stateMgr, EInGameGuiState state)
{
g_InputGenerator->SetMotorState(EIOPort::Zero, EMotorState::Stop);
CSfxManager::SetChannel(CSfxManager::ESfxChannels::PauseScreen);
BeginStateTransition(state, stateMgr);
}
void CInGameGuiManager::StartFadeIn()
{
}
bool CInGameGuiManager::GetIsGameDraw() const
{
return x3c_pauseScreen->GetX50_25();
}
std::string CInGameGuiManager::GetIdentifierForMidiEvent(ResId world, ResId area,
const std::string& midiObj)
{
return hecl::Format("World %8.8x Area %8.8x MidiObject: %s",
u32(world), u32(area), midiObj.c_str());
}
}
}