OdysseyDecomp/lib/al/Library/Layout/LayoutActionFunction.h
2024-07-18 13:09:31 +02:00

40 lines
1.9 KiB
C++

#pragma once
#include <basis/seadTypes.h>
namespace al {
class IUseLayoutAction;
class LayoutActor;
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(LayoutActor*, const Nerve* nerve);
void startHitReaction(const LayoutActor*, const char*, const char*);
} // namespace al