#pragma once #include namespace al { class IUseLayoutAction; class Nerve; void startAction(IUseLayoutAction* layout, const char* actionName, const char* paneName); void startFreezeAction(IUseLayoutAction* layout, const char* actionName, f32 frame, const char* paneName); void startFreezeActionEnd(IUseLayoutAction* layout, const char* actionName, const char* paneName); void startActionAtRandomFrame(IUseLayoutAction* layout, const char* actionName, const char* paneName); void startFreezeGaugeAction(IUseLayoutAction* layout, f32 value, f32 minFrame, f32 maxFrame, const char* actionName, const char* paneName); bool tryStartAction(IUseLayoutAction* layout, const char* actionName, const char* paneName); f32 getActionFrame(const IUseLayoutAction* layout, const char* paneName); f32 getActionFrameRate(const IUseLayoutAction* layout, const char* paneName); f32 getActionFrameMax(const IUseLayoutAction* layout, const char* actionName, const char* paneName); void setActionFrameRate(const IUseLayoutAction* layout, f32 frameRate, const char* paneName); void setActionFrame(const IUseLayoutAction* layout, f32 frame, const char* paneName); bool isActionOneTime(const IUseLayoutAction* layout, const char* actionName, const char* paneName); bool isActionPlaying(const IUseLayoutAction* layout, const char* actionName, const char* paneName); bool isAnyActionPlaying(const IUseLayoutAction* layout, const char* paneName); bool isActionEnd(const IUseLayoutAction* layout, const char* paneName); bool isExistAction(const IUseLayoutAction* layout, const char* actionName); bool isExistAction(const IUseLayoutAction* layout, const char* actionName, const char* paneName); void setNerveAtActionEnd(const IUseLayoutAction* layout, const Nerve* nerve); } // namespace al