#ifndef _CMAIN_HPP #define _CMAIN_HPP #include "types.h" #include "rstl/reserved_vector.hpp" #include "Kyoto/Basics/COsContext.hpp" #include "Kyoto/Basics/CStopwatch.hpp" #include "Kyoto/CMemorySys.hpp" #include "Kyoto/Streams/CInputStream.hpp" #include "Kyoto/TReservedAverage.hpp" #include "MetroidPrime/CGameArchitectureSupport.hpp" #include "MetroidPrime/CGameGlobalObjects.hpp" #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; } 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