prime/include/Kyoto_CWD/CMain.hpp

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#ifndef _CMAIN_HPP
#define _CMAIN_HPP
#include "types.h"
#include "rstl/reserved_vector.hpp"
#include "CGameArchitectureSupport.hpp"
#include "CGameGlobalObjects.hpp"
#include "CInputStream.hpp"
#include "CMemorySys.hpp"
#include "COsContext.hpp"
#include "CStopwatch.hpp"
#include "CTweaks.hpp"
#include "TReservedAverage.hpp"
#include "TGameTypes.hpp"
class CMain {
public:
void UpdateStreamedAudio();
void RegisterResourceTweaks();
void ResetGameState();
void StreamNewGameState(CInputStream& in, int saveIdx);
void RefreshGameState();
void AddWorldPaks();
void AsyncIdle(u32 time);
int RsMain(int argc, char** argv);
void InitializeSubsystems();
void FillInAssetIDs();
void ShutdownSubsystems();
void MemoryCardInitializePump();
void DoPredrawMetrics();
void DrawDebugMetrics(double dt, CStopwatch& stopWatch);
bool CheckTerminate();
bool CheckReset();
static void EnsureWorldPaksReady();
static void EnsureWorldPakReady(CAssetId id);
private:
COsContext x0_osContext;
u8 x6c_unk;
CMemorySys x6d_memorySys;
CTweaks x70_tweaks;
u8 pad[0x7c];
TReservedAverage< f32, 4 > xf0_;
TReservedAverage< f32, 4 > x104_;
f32 x118_;
f32 x11c_;
f32 x120_;
f32 x124_;
CGameGlobalObjects* x128_gameGlobalObjects;
u32 x12c_flowState; // EFlowState
rstl::reserved_vector< u32, 10 > x130_frameTimes;
s32 x15c_frameTimeIdx;
bool x160_24_finished : 1;
bool x160_25_mfGameBuilt : 1;
bool x160_26_screenFading : 1;
bool x160_27_ : 1;
bool x160_28_manageCard : 1;
bool x160_29_ : 1;
bool x160_30_ : 1;
bool x160_31_cardBusy : 1;
bool x161_24_gameFrameDrawn : 1;
CGameArchitectureSupport* x164_;
};
extern CMain* gpMain;
#endif