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Retro seemingly avoided using the Dolphin typedefs in most places, opting to use int/uint instead. This likely means they didn't use u8/s8/u16/s16/etc either. Former-commit-id: 133326ae406a0ebc76f56f8bcb489fda280be2be
56 lines
1.4 KiB
C++
56 lines
1.4 KiB
C++
#ifndef _CGAMEARCHITECTURESUPPORT
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#define _CGAMEARCHITECTURESUPPORT
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#include "types.h"
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#include "GuiSys/CGuiSys.hpp"
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#include "Kyoto/Audio/CAudioSys.hpp"
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#include "Kyoto/Basics/COsContext.hpp"
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#include "Kyoto/Basics/CStopwatch.hpp"
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#include "Kyoto/TOneStatic.hpp"
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#include "MetroidPrime/CArchitectureQueue.hpp"
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#include "MetroidPrime/CIOWinManager.hpp"
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#include "MetroidPrime/CInputGenerator.hpp"
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#include "rstl/vector.hpp"
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class CToken;
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class CGameArchitectureSupport : public TOneStatic< CGameArchitectureSupport > {
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public:
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CGameArchitectureSupport(COsContext&);
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~CGameArchitectureSupport();
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void PreloadAudio();
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bool UpdateTicks();
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void Update();
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void UnloadAudio();
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inline CStopwatch& GetStopwatch1() { return x20_stopwatch1; }
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inline CStopwatch& GetStopwatch2() { return x28_stopwatch2; }
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inline CIOWinManager& GetIOWinManager() { return x58_ioWinMgr; }
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inline int& GetFramesDrawn() { return x78_gameFrameCount; }
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private:
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CAudioSys x0_audioSys;
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CArchitectureQueue x4_archQueue;
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CStopwatch x20_stopwatch1;
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CStopwatch x28_stopwatch2;
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CInputGenerator x30_inputGenerator;
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CGuiSys x44_guiSys;
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CIOWinManager x58_ioWinMgr;
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int x78_gameFrameCount;
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float x7c_;
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float x80_;
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float x84_;
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uint x88_;
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rstl::vector< CToken > x90_;
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OSAlarm xa0_infiniteLoopAlarm;
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bool xc8_infiniteLoopAlarmSet;
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};
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CHECK_SIZEOF(CGameArchitectureSupport, 0xd0)
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#endif // _CGAMEARCHITECTURESUPPORT
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