OdysseyDecomp/lib/al/include/Library/Layout/LayoutActionFunction.h
2023-08-13 19:00:58 +02:00

37 lines
1.8 KiB
C++

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