mirror of
https://github.com/MonsterDruide1/OdysseyDecomp
synced 2026-04-29 20:14:41 +00:00
49 lines
1.6 KiB
C++
49 lines
1.6 KiB
C++
#pragma once
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#include <container/seadPtrArray.h>
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namespace al {
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struct ExecuteOrder;
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struct ExecuteSystemInitInfo;
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class ExecutorListActorExecuteBase;
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class ExecutorListBase;
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class ExecutorListFunctor;
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class ExecutorListIUseExecutorDraw;
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class ExecutorListIUseExecutorUpdate;
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class ExecutorListLayoutUpdate;
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class FunctorBase;
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class IUseExecutor;
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class LayoutActor;
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class LiveActor;
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class ExecuteTableHolderUpdate {
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public:
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ExecuteTableHolderUpdate();
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virtual ~ExecuteTableHolderUpdate();
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void init(const char*, const ExecuteSystemInitInfo&, const ExecuteOrder*, s32);
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void registerExecutorListActor(ExecutorListActorExecuteBase*);
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void registerExecutorListLayout(ExecutorListLayoutUpdate*);
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void registerExecutorListUser(ExecutorListIUseExecutorUpdate*);
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void registerExecutorListFunctor(ExecutorListFunctor*);
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void registerExecutorListAll(ExecutorListBase*);
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void tryRegisterActor(LiveActor*, const char*);
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void tryRegisterLayout(LayoutActor*, const char*);
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void tryRegisterUser(IUseExecutor*, const char*);
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void tryRegisterFunctor(const FunctorBase&, const char*);
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void createExecutorListTable();
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void execute() const;
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void executeList(const char*) const;
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const char* getName() { return mName; }
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private:
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const char* mName;
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sead::PtrArray<ExecutorListBase> mActiveExecutors;
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sead::PtrArray<ExecutorListBase> mExecutorsAll;
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sead::PtrArray<ExecutorListActorExecuteBase> mExecutorsActor;
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sead::PtrArray<ExecutorListLayoutUpdate> mExecutorsLayout;
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sead::PtrArray<ExecutorListIUseExecutorUpdate> mExecutorsUser;
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sead::PtrArray<ExecutorListFunctor> mExecutorsFunctor;
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};
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} // namespace al
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