OdysseyDecomp/lib/al/Library/Scene/SceneUtil.h
2025-05-25 11:56:05 +02:00

197 lines
9.9 KiB
C++

#pragma once
#include <basis/seadTypes.h>
#include <common/aglRenderBuffer.h>
#include <gfx/seadCamera.h>
#include <heap/seadHeap.h>
namespace al {
class ActorFactory;
struct ActorInitInfo;
class AudioDirector;
class LayoutInitInfo;
class GameDataHolderBase;
class SceneMsgCtrl;
class PlacementInfo;
class Scene;
struct SceneInitInfo;
class StageInfo;
class PauseCameraCtrl;
struct AudioDirectorInitInfo;
class Projection;
class LiveActor;
class LiveActorGroup;
class AreaObjFactory;
class DemoDirector;
class ItemDirectorBase;
class SwitchOnAreaGroup;
class SwitchKeepOnAreaGroup;
class CameraPoserFactory;
class IUseAudioKeeper;
class AreaObjDirector;
class ExecuteDirector;
class PlayerHolder;
class ItemDirectorBase;
class Resource;
s32 getStageInfoMapNum(const Scene* scene);
s32 getStageInfoDesignNum(const Scene* scene);
s32 getStageInfoSoundNum(const Scene* scene);
StageInfo* getStageInfoMap(const Scene* scene, s32 index);
StageInfo* getStageInfoDesign(const Scene* scene, s32 index);
StageInfo* getStageInfoSound(const Scene* scene, s32 index);
Resource* getStageResourceMap(const Scene* scene, s32 index);
Resource* tryGetStageResourceDesign(const Scene* scene, s32 index);
Resource* tryGetStageResourceSound(const Scene* scene, s32 index);
agl::RenderBuffer* getSceneFrameBufferMain(const Scene* scene);
agl::DrawContext* getSceneDrawContext(const Scene* scene);
agl::RenderBuffer* getSceneFrameBufferConsole(const Scene* scene);
agl::RenderBuffer* getSceneFrameBufferHandheld(const Scene* scene);
f32 getSceneFrameBufferMainAspect(const Scene* scene);
bool isChangedGraphicsQualityMode(const Scene* scene);
AreaObjDirector* getSceneAreaObjDirector(const Scene* scene);
ExecuteDirector* getSceneExecuteDirector(const Scene* scene);
PlayerHolder* getScenePlayerHolder(const Scene* scene);
ItemDirectorBase* getSceneItemDirector(const Scene* scene);
void initActorInitInfo(ActorInitInfo* actorInitInfo, const Scene* scene,
const PlacementInfo* placementInfo, const LayoutInitInfo* layoutInfo,
const ActorFactory* actorFactory, SceneMsgCtrl* sceneMsgCtrl,
GameDataHolderBase* gameDataHolderBase);
void initLayoutInitInfo(LayoutInitInfo* layoutInfo, const Scene* scene,
const SceneInitInfo& sceneInfo);
void initPlacementAreaObj(Scene* scene, const ActorInitInfo& actorInfo);
void initPlacementGravityObj(Scene* scene);
bool tryGetPlacementInfoAndCount(PlacementInfo* outPlacementInfo, s32* outCount,
const StageInfo* stageInfo, const char* key);
void initPlacementObjectMap(Scene* scene, const ActorInitInfo& actorInfo, const char* name);
void initPlacementByStageInfo(const StageInfo* stageInfo, const char* key,
const ActorInitInfo& actorInfo);
void initPlacementObjectDesign(Scene* scene, const ActorInitInfo& actorInfo, const char* name);
void initPlacementObjectSound(Scene* scene, const ActorInitInfo& actorInfo, const char* name);
LiveActor* tryInitPlacementSingleObject(Scene* scene, const ActorInitInfo& actorInfo,
s32 resourceType, const char* key);
LiveActor* tryInitPlacementSingleObject(Scene* scene, const ActorInitInfo& actorInfo,
s32 resourceType, const char* key, const char* name);
bool tryInitPlacementActorGroup(LiveActorGroup* liveActorGroup, Scene* scene,
const ActorInitInfo& actorInfo, s32 resourceType, const char* key,
const char* name);
void initPlacementByStageInfoSingle(const StageInfo* stageInfo, const char* key,
const ActorInitInfo& actorInfo);
bool tryGetPlacementInfo(PlacementInfo* outPlacementInfo, const StageInfo* stageInfo,
const char* key);
void getPlacementInfo(PlacementInfo* outPlacementInfo, const StageInfo* stageInfo, const char* key);
void getPlacementInfoAndCount(PlacementInfo* outPlacementInfo, s32* outCount,
const StageInfo* stageInfo, const char* key);
void initAreaObjDirector(Scene* scene, const AreaObjFactory* factory);
void initDemoDirector(Scene* scene, DemoDirector* demoDirector);
void initHitSensorDirector(Scene* scene);
void initGravityHolder(Scene* scene);
void initItemDirector(Scene* scene, ItemDirectorBase* itemDirector);
void initNatureDirector(Scene* scene);
void initSwitchAreaDirector(Scene* scene, s32 maxSwitchOnArea, s32 maxSwitchKeepOnArea);
void registerSwitchOnAreaGroup(Scene* scene, SwitchOnAreaGroup* switchOnAreaGroup);
void registerSwitchKeepOnAreaGroup(Scene* scene, SwitchKeepOnAreaGroup* switchKeepOnAreaGroup);
void initGraphicsSystemInfo(Scene* scene, const char* name, s32 index);
void initCameraDirector(Scene* scene, const CameraPoserFactory* cameraPoserFactory);
void initCameraDirectorWithoutStageResource(Scene* scene,
const CameraPoserFactory* cameraPoserFactory);
void initCameraDirectorFix(Scene* scene, const sead::Vector3f& pos, const sead::Vector3f& lookAtPos,
const CameraPoserFactory* cameraPoserFactory);
void initSceneCameraFovyDegree(Scene* scene, f32 fovy);
void initSnapShotCameraAudioKeeper(Scene* scene, IUseAudioKeeper* audioKeeper);
void setCameraAspect(Scene* scene, f32 aspectA, f32 aspectB);
void resetSceneInitEntranceCamera(Scene* scene);
void stopCameraByDeathPlayer(Scene* scene);
void restartCameraByDeathPlayer(Scene* scene);
void startInvalidCameraStopJudgeByDemo(Scene* scene);
void endInvalidCameraStopJudgeByDemo(Scene* scene);
void startCameraSnapShotMode(Scene* scene, bool useInterpole);
void endCameraSnapShotMode(Scene* scene);
bool isCameraReverseInputH(const Scene* scene);
void onCameraReverseInputH(Scene* scene);
void offCameraReverseInputH(Scene* scene);
bool isCameraReverseInputV(const Scene* scene);
void onCameraReverseInputV(Scene* scene);
void offCameraReverseInputV(Scene* scene);
s32 getCameraStickSensitivityLevel(const Scene* scene);
void setCameraStickSensitivityLevel(Scene* scene, s32 sensitivityLevel);
bool isValidCameraGyro(const Scene* scene);
void validateCameraGyro(Scene* scene);
void invalidateCameraGyro(Scene* scene);
s32 getCameraGyroSensitivityLevel(const Scene* scene);
void setCameraGyroSensitivityLevel(Scene* scene, s32 sensitivityLevel);
// TODO: rename parameter
PauseCameraCtrl* initAndCreatePauseCameraCtrl(Scene* scene, f32 value);
void startCameraPause(PauseCameraCtrl* pauseCameraCtrl);
void endCameraPause(PauseCameraCtrl* pauseCameraCtrl);
void initAudioDirector2D(Scene* scene, const SceneInitInfo& sceneInfo,
AudioDirectorInitInfo& audioDirectorInfo);
void initAudioDirector3D(Scene* scene, const SceneInitInfo& sceneInfo,
AudioDirectorInitInfo& audioDirectorInfo);
void initAudioDirector3D(Scene* scene, const SceneInitInfo& sceneInfo,
AudioDirectorInitInfo& audioDirectorInfo,
const sead::LookAtCamera* lookAtCamera, const Projection* projection,
AreaObjDirector* areaObjDirector);
void initSceneAudioKeeper(Scene* scene, const SceneInitInfo& sceneInfo, const char* name);
void setIsSafeFinalizingInParallelThread(Scene* scene, bool isSafe);
void updateKit(Scene* scene);
void updateKitTable(Scene* scene, const char* name);
void updateKitList(Scene* scene, const char* listName, const char* name);
void updateKitList(Scene* scene, const char* name);
void updateLayoutKit(Scene* scene);
void updateEffect(Scene* scene);
void updateEffectSystem(Scene* scene);
void updateEffectPlayer(Scene* scene);
void updateEffectDemo(Scene* scene);
void updateEffectDemoWithPause(Scene* scene);
void updateEffectLayout(Scene* scene);
void updateGraphicsPrev(Scene* scene);
void updateKitListPrev(Scene* scene);
void updateKitListPost(Scene* scene);
void updateKitListPostDemoWithPauseNormalEffect(Scene* scene);
void updateKitListPostOnNerveEnd(Scene* scene);
void drawKit(const Scene* scene, const char* name);
void drawKitList(const Scene* scene, const char* listName, const char* name);
void drawLayoutKit(const Scene* scene, const char* name);
void drawEffectDeferred(const Scene* scene, s32 index);
// TODO: rename parameter
void startForwardPlayerScreenFader(const Scene* scene, s32 a, s32 b, f32 c);
// TODO: rename parameter
void endForwardPlayerScreenFader(const Scene* scene, s32 a);
bool isStopScene(const Scene* scene);
void startCheckViewCtrlByCameraPos(Scene* scene);
void startCheckViewCtrlByLookAtPos(Scene* scene);
void startCheckViewCtrlByPlayerPos(Scene* scene);
bool isExistScreenCoverCtrl(const Scene* scene);
bool isRequestCaptureScreenCover(const Scene* scene);
void resetRequestCaptureScreenCover(const Scene* scene);
bool isOffDrawScreenCover(const Scene* scene);
void resetCaptureScreenCover(const Scene* scene);
void validatePostProcessingFilter(const Scene* scene);
void invalidatePostProcessingFilter(const Scene* scene);
void incrementPostProcessingFilterPreset(const Scene* scene);
void decrementPostProcessingFilterPreset(const Scene* scene);
s32 getPostProcessingFilterPresetId(const Scene* scene);
bool isActiveDemo(const Scene* scene);
const char* getActiveDemoName(const Scene* scene);
LiveActor** getDemoActorList(const Scene* scene);
s32 getDemoActorNum(const Scene* scene);
void updateDemoActor(const Scene* scene);
void updateDemoActorForPauseEffect(const Scene* scene);
void stopAllSe(const Scene* scene, u32 index);
void initPadRumble(const Scene* scene, const SceneInitInfo& sceneInfo);
void stopPadRumble(const Scene* scene);
void pausePadRumble(const Scene* scene);
void endPausePadRumble(const Scene* scene);
void validatePadRumble(Scene* scene);
void invalidatePadRumble(Scene* scene);
void setPadRumblePowerLevel(Scene* scene, s32 powerLevel);
const Resource* getPreLoadFileListArc();
bool tryRequestPreLoadFile(const Scene* scene, const SceneInitInfo& sceneInfo, s32 index,
sead::Heap* heap);
} // namespace al
namespace alSceneFunction {
void initAreaCameraSwitcherMultiForPrototype(const al::Scene* scene);
}