OdysseyDecomp/lib/al/Library/Execute/ExecuteTableHolderUpdate.h
2024-08-31 10:46:20 +02:00

63 lines
2.3 KiB
C++

#pragma once
#include <container/seadPtrArray.h>
namespace al {
class ExecuteDirector;
struct ExecuteOrder;
struct ExecuteSystemInitInfo;
class ExecutorListActorExecuteBase;
class ExecutorListBase;
class ExecutorListFunctor;
class ExecutorListIUseExecutorDraw;
class ExecutorListIUseExecutorUpdate;
class ExecutorListLayoutUpdate;
class FunctorBase;
class IUseExecutor;
class LayoutActor;
class LiveActor;
class ExecuteTableHolderUpdate {
public:
ExecuteTableHolderUpdate();
virtual ~ExecuteTableHolderUpdate();
void init(const char* name, const ExecuteSystemInitInfo& initInfo, const ExecuteOrder* orders,
s32 orderCount);
void registerExecutorListActor(ExecutorListActorExecuteBase* listActor);
void registerExecutorListLayout(ExecutorListLayoutUpdate* listLayout);
void registerExecutorListUser(ExecutorListIUseExecutorUpdate* listUser);
void registerExecutorListFunctor(ExecutorListFunctor* listFunctor);
void registerExecutorListAll(ExecutorListBase* list);
void tryRegisterActor(LiveActor* actor, const char* listName);
void tryRegisterLayout(LayoutActor* layout, const char* listName);
void tryRegisterUser(IUseExecutor* user, const char* listName);
void tryRegisterFunctor(const FunctorBase& functor, const char* listName);
void createExecutorListTable();
void execute() const;
void executeList(const char* listName) const;
const char* getName() { return mName; }
private:
const char* mName;
sead::PtrArray<ExecutorListBase> mActiveExecutors;
sead::PtrArray<ExecutorListBase> mExecutorsAll;
sead::PtrArray<ExecutorListActorExecuteBase> mExecutorsActor;
sead::PtrArray<ExecutorListLayoutUpdate> mExecutorsLayout;
sead::PtrArray<ExecutorListIUseExecutorUpdate> mExecutorsUser;
sead::PtrArray<ExecutorListFunctor> mExecutorsFunctor;
};
static_assert(sizeof(ExecuteTableHolderUpdate) == 0x70);
void registerExecutorUser(IUseExecutor* user, ExecuteDirector* director, const char* listName);
} // namespace al
namespace alActorSystemFunction {
void addToExecutorMovement(al::LiveActor* actor);
void addToExecutorDraw(al::LiveActor* actor);
void removeFromExecutorMovement(al::LiveActor* actor);
void removeFromExecutorDraw(al::LiveActor* actor);
void updateExecutorDraw(al::LiveActor* actor);
} // namespace alActorSystemFunction