1#include "Game/Camera/CameraCover.hpp"
2#include "Game/Screen/ImageEffectLocalUtil.hpp"
3#include "Game/Scene/SceneFunction.hpp"
4#include "Game/Util.hpp"
7 const f32 sAngleThreshold = (JGeometry::TUtil<f32>::PI() * 60.0f) / 180.0f;
10CameraCover::CameraCover(
const char *pName) :
NameObj(pName) {
16 MR::connectToScene(
this, 26, -1, -1, 81);
17 MR::joinToNameObjGroup(
this,
"IgnorePauseNameObj");
19 mActor->initWithoutIter();
22void CameraCover::movement() {
23 if (isCameraHopping()) {
25 MR::startToCaptureScreen(
"Camera");
26 CategoryList::execute((MR::DrawType)0x2E);
32 MR::endToCaptureScreen(
"Camera");
42 ResTIMG* timg = MR::getScreenResTIMG();
45 texture.storeTIMG(timg, (u8)0);
47 ImageEffectLocalUtil::setupDrawTexture();
48 ImageEffectLocalUtil::drawTexture(&texture, 1, 0, 255, (ImageEffectLocalUtil::ETexDrawType)0);
52void CameraCover::cover(u32 a1) {
57bool CameraCover::isCameraHopping()
const {
65void CameraCover::copyCamera() {
66 _C.setInline(*MR::getCameraInvViewMtx());
69CameraCover::~CameraCover() {
virtual void draw() const
Draws the object. Does nothing until overridden.
The most basic form of an object.