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