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65 lines
2.3 KiB
C++
65 lines
2.3 KiB
C++
#pragma once
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#include <container/seadPtrArray.h>
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#include "Library/HostIO/HioNode.h"
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namespace al {
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class ExecuteDirector;
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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 : public HioNode {
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public:
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ExecuteTableHolderUpdate();
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virtual ~ExecuteTableHolderUpdate();
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void init(const char* name, const ExecuteSystemInitInfo& initInfo, const ExecuteOrder* orders,
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s32 orderCount);
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void registerExecutorListActor(ExecutorListActorExecuteBase* listActor);
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void registerExecutorListLayout(ExecutorListLayoutUpdate* listLayout);
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void registerExecutorListUser(ExecutorListIUseExecutorUpdate* listUser);
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void registerExecutorListFunctor(ExecutorListFunctor* listFunctor);
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void registerExecutorListAll(ExecutorListBase* list);
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void tryRegisterActor(LiveActor* actor, const char* listName);
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void tryRegisterLayout(LayoutActor* layout, const char* listName);
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void tryRegisterUser(IUseExecutor* user, const char* listName);
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void tryRegisterFunctor(const FunctorBase& functor, const char* listName);
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void createExecutorListTable();
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void execute() const;
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void executeList(const char* listName) 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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static_assert(sizeof(ExecuteTableHolderUpdate) == 0x70);
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void registerExecutorUser(IUseExecutor* user, ExecuteDirector* director, const char* listName);
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} // namespace al
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namespace alActorSystemFunction {
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void addToExecutorMovement(al::LiveActor* actor);
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void addToExecutorDraw(al::LiveActor* actor);
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void removeFromExecutorMovement(al::LiveActor* actor);
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void removeFromExecutorDraw(al::LiveActor* actor);
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void updateExecutorDraw(al::LiveActor* actor);
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} // namespace alActorSystemFunction
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