prime/include/MetroidPrime/CMain.hpp

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#ifndef _CMAIN_HPP
#define _CMAIN_HPP
#include "types.h"
#include "rstl/reserved_vector.hpp"
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#include "Kyoto/Basics/COsContext.hpp"
#include "Kyoto/Basics/CStopwatch.hpp"
#include "Kyoto/CMemorySys.hpp"
#include "Kyoto/Streams/CInputStream.hpp"
#include "Kyoto/TReservedAverage.hpp"
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#include "MetroidPrime/CGameArchitectureSupport.hpp"
#include "MetroidPrime/CGameGlobalObjects.hpp"
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#include "MetroidPrime/TGameTypes.hpp"
#include "MetroidPrime/Tweaks/CTweaks.hpp"
class CMain;
// TODO
class UnkClassArena {
public:
UnkClassArena(CMain*);
};
// TODO move to new header
class CDvdRequestSys {
public:
CDvdRequestSys() {
if (mManagerInstalled != true) {
mManagerInstalled = true;
}
}
~CDvdRequestSys() {
if (mManagerInstalled == true) {
mManagerInstalled = false;
}
}
private:
static bool mManagerInstalled;
};
// TODO where?
enum EFlowState {
kFS_None,
kFS_WinBad,
kFS_WinGood,
kFS_WinBest,
kFS_LoseGame,
kFS_Default,
kFS_StateSetter,
kFS_PreFrontEnd,
kFS_FrontEnd,
kFS_Game,
kFS_GameExit,
};
class CMain {
public:
CMain();
~CMain();
void UpdateStreamedAudio();
void RegisterResourceTweaks();
void ResetGameState();
void StreamNewGameState(CInputStream& in, int saveIdx);
void RefreshGameState();
void AddWorldPaks();
void AsyncIdle(uint time);
int RsMain(int argc, const char* const* argv);
void InitializeSubsystems();
void FillInAssetIDs();
void ShutdownSubsystems();
void MemoryCardInitializePump();
void DoPredrawMetrics();
void DrawDebugMetrics(double dt, CStopwatch& stopWatch);
bool CheckTerminate();
bool CheckReset();
void OpenWindow();
void SetMaxSpeed(bool v) {
// ?
x160_26_screenFading = v;
}
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static void EnsureWorldPaksReady();
static void EnsureWorldPakReady(CAssetId id);
// TODO
COsContext& InitOsContext() {
OpenWindow();
return x0_osContext;
}
private:
COsContext x0_osContext;
UnkClassArena x6c_unk;
CMemorySys x6d_memorySys;
CDvdRequestSys x6e_dvdRequestSys;
CTweaks x70_tweaks;
u8 pad[0x14];
f64 xe8_;
TReservedAverage< f32, 4 > xf0_;
TReservedAverage< f32, 4 > x104_;
f32 x118_;
f32 x11c_;
f32 x120_;
f32 x124_;
CGameGlobalObjects* x128_gameGlobalObjects;
EFlowState x12c_flowState;
rstl::reserved_vector< uint, 10 > x130_frameTimes;
int 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