SMG-Decomp
A decompilation of Super Mario Galaxy 1
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CaptureScreenDirector.hpp
1#pragma once
2
3#include "Game/NameObj/NameObj.hpp"
4#include "JSystem/JUtility/JUTTexture.hpp"
5
6struct TimingInfo {
7 const char* name; // _0
8 s32 timing; // _4
9 u32 _8;
10 u32 _C;
11};
12
13namespace {
14 const TimingInfo cTimingInfo[6] = {
15 { "GameScreen", 0x20, 0x1000000, 1 },
16 { "Indirect", 1, 0, 0 },
17 { "Camera", 4, 0x1000000, 1 },
18 { "WipeMap", 5, 0x1000000, 1 },
19 { "SystemWipe", 0x14, 0, 1 },
20 { "Unused", 0x10, 0, 0 }
21 };
22};
23
25public:
27
28 virtual ~CaptureScreenDirector();
29
30 void captureIfAllow(const char *);
31 void capture();
32 void requestCaptureTiming(const char *);
33 void invalidateCaptureTiming(const char *);
34 ResTIMG* getResTIMG() const;
35 ResTIMG* getTexImage() const;
36 const TimingInfo* getUsingTiming() const;
37 const TimingInfo* getCurrentTiming() const;
38 const TimingInfo* findFromName(const char *) const;
39
40 const char* _C;
41 const char* mTimingType; // _10
42 JUTTexture* mTexture; // _14
43 u8 _18;
44};
45
47public:
48 CaptureScreenActor(u32, const char *);
49
50 virtual ~CaptureScreenActor();
51 virtual void draw() const;
52
53 const char* mCameraName; // _C
54};
virtual void draw() const
Draws the object. Does nothing until overridden.
The most basic form of an object.
Definition NameObj.hpp:11