metaforce/Runtime/GuiSys/CAuiImagePane.hpp

64 lines
2.2 KiB
C++

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