SMG-Decomp
A decompilation of Super Mario Galaxy 1
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IconAButton.hpp
1#pragma once
2
3#include "Game/LiveActor/Nerve.hpp"
4#include "Game/Screen/LayoutActor.hpp"
5#include "Game/Util/LayoutUtil.hpp"
6
7class IconAButton : public LayoutActor {
8public:
9 IconAButton(bool, bool);
10
11 virtual ~IconAButton();
12 virtual void init(const JMapInfoIter &);
13 virtual void control();
14
15 void setFollowActorPane(LayoutActor *, const char *);
16 bool isOpen();
17 bool isWait();
18 void openWithTalk();
19 void openWithRead();
20 void openWithTurn();
21 void openWithoutMessage();
22 void term();
23 void exeOpen();
24 void exeTerm();
25
26 inline void exeWait() {
27 if (MR::isFirstStep(this)) {
28 MR::startAnim(this, "Press", 0);
29 }
30 }
31
32 void updateFollowPos();
33
34 TVec2f mFollowPos; // _20
35 LayoutActor* mFollowActor; // _28
36 char mFollowPane[0x18]; // _2C
37};
38
39namespace NrvIconAButton {
40 NERVE_DECL(IconAButtonNrvOpen, IconAButton, IconAButton::exeOpen);
41 NERVE_DECL(IconAButtonNrvWait, IconAButton, IconAButton::exeWait);
42 NERVE_DECL(IconAButtonNrvTerm, IconAButton, IconAButton::exeTerm);
43};
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.