1#include "Game/Screen/LayoutActor.hpp"
2#include "Game/Screen/PaneEffectKeeper.hpp"
3#include "Game/Util/LayoutUtil.hpp"
5LayoutActor::LayoutActor(
const char *pName,
bool) :
NameObj(pName),
6 mManager(nullptr), mSpine(nullptr), mPaneEffectKeeper(nullptr), mStarPointerTargetKeeper(nullptr) {
9void LayoutActor::movement() {
10 if (!MR::isDead(
this)) {
13 if (!MR::isDead(
this)) {
15 if (mManager && !MR::isStoppedAnimFrame(
this)) {
22void LayoutActor::calcAnim() {
23 if (MR::isExecuteCalcAnimLayout(
this)) {
29 if (MR::isExecuteDrawLayout(
this)) {
34void LayoutActor::appear() {
35 mFlags.mIsDead =
false;
39void LayoutActor::kill() {
40 if (mPaneEffectKeeper) {
41 mPaneEffectKeeper->clear();
44 mFlags.mIsDead =
true;
47void LayoutActor::setNerve(
const Nerve *pNerve)
const {
48 mSpine->setNerve(pNerve);
51bool LayoutActor::isNerve(
const Nerve *pNerve)
const {
52 return !(mSpine->getCurrentNerve() != pNerve);
55s32 LayoutActor::getNerveStep()
const {
76void LayoutActor::initLayoutManager(
const char *pName, u32 a2) {
80void LayoutActor::initLayoutManagerNoConvertFilename(
const char *pName, u32 a2) {
84void LayoutActor::initLayoutManagerWithTextBoxBufferLength(
const char *pName, u32 textBoxBufLen, u32 a3) {
85 mManager =
new LayoutManager(pName,
false, a3, textBoxBufLen);
88void LayoutActor::initNerve(
const Nerve *pNerve) {
89 mSpine =
new Spine(
this, pNerve);
95void LayoutActor::updateSpine() {
virtual void draw() const
Draws the object. Does nothing until overridden.
The most basic form of an object.
Used for executing states of a LiveActor.