SMG-Decomp
A decompilation of Super Mario Galaxy 1
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LayoutUtil.hpp
1#pragma once
2
3#include <revolution.h>
4#include "JSystem/JGeometry.hpp"
5
6class Layout;
7class Nerve;
8class LayoutActor;
9
10namespace MR {
11 void setEffectRate(LayoutActor *, const char *, f32);
12 void setEffectDirectionalSpeed(LayoutActor *, const char *, f32);
13
14 void createAndAddPaneCtrl(LayoutActor *, const char *, u32);
15
16 void startPaneAnim(LayoutActor *, const char *, const char *, u32);
17 void startPaneAnimAtStep(LayoutActor *, const char *, const char *, s32, u32);
18
19 void showPaneRecursive(LayoutActor *, const char *);
20
21 void startAnim(LayoutActor *, const char *, u32);
22
23 void setAnimFrameAndStop(LayoutActor *, f32, u32);
24 void setPaneAnimFrameAndStop(LayoutActor *, const char *, f32, u32);
25
26 void setAnimRate(LayoutActor *, f32, u32);
27 void setPaneAnimRate(LayoutActor *, const char *, f32, u32);
28
29 f32 getAnimFrame(const LayoutActor *, u32);
30
31 s16 getAnimFrameMax(const LayoutActor *, u32);
32
33 bool isAnimStopped(const LayoutActor *, u32);
34
35 void setFollowPos(const TVec2f *, const LayoutActor *, const char *);
36 void setFollowPos(const TVec2f &, const LayoutActor *, const char *);
37
38 void setFollowTypeAdd(const LayoutActor *, const char *);
39
40 void copyPaneTrans(TVec2f *, const LayoutActor *, const char *);
41
42 void convertLayoutPosToScreenPos(TVec2f *, const TVec2f &);
43
44 void setTextBoxNumberRecursive(LayoutActor *, const char *, s32);
45 void clearTextBoxMessageRecursive(LayoutActor *, const char *);
46
47 void setTextBoxGameMessageRecursive(LayoutActor *, const char *, const char *);
48 void setTextBoxLayoutMessageRecursive(LayoutActor *, const char *, const char *);
49 void setTextBoxSystemMessageRecursive(LayoutActor *, const char *, const char *);
50 void setTextBoxMessageRecursive(LayoutActor *, const char *, const wchar_t *);
51 void setTextBoxFormatRecursive(LayoutActor *, const char *, const wchar_t *, ...);
52
53 bool isFirstStep(const LayoutActor *);
54 bool isGreaterStep(const LayoutActor *, s32);
55
56 bool isDead(const LayoutActor *);
57
58 bool isStoppedAnimFrame(const LayoutActor *);
59
60 bool isExecuteCalcAnimLayout(const LayoutActor *);
61 bool isExecuteDrawLayout(const LayoutActor *);
62
63 void showLayout(LayoutActor *);
64 void hideLayout(LayoutActor *);
65
66 void showPane(LayoutActor *, const char *);
67 void hidePane(LayoutActor *, const char *);
68
69 bool isHiddenLayout(const LayoutActor *);
70
71 void startAnimAndSetFrameAndStop(LayoutActor *, const char *, f32, u32);
72
73 void emitEffect(LayoutActor *, const char *);
74
75 void setCometAnimFromId(LayoutActor *, int, u32);
76
77 void setCometPaneAnimFromId(LayoutActor *, const char *, int, u32);
78
79 void createAndAddLayoutHolderRawData(const char *);
80
81 void setEffectHostMtx(LayoutActor *, const char *, MtxPtr);
82
83 void addStarPointerTargetCircle(LayoutActor *, const char *, f32, const TVec2f &, const char *);
84
85 void startPaneAnimAtFirstStep(LayoutActor *, const char *, const char *, u32);
86
87 void setNerveAtPaneAnimStopped(LayoutActor *, const char *, const Nerve *, u32);
88
89 void setNerveAtStep(LayoutActor *, const Nerve *, s32);
90
91 void setTextBoxGameMessageRecursive(LayoutActor *, const char *, const char *);
92 void setTextBoxArgGameMessageRecursive(LayoutActor *, const char *, const char *, s32);
93
94 bool isStep(const LayoutActor *, s32);
95
96 void hideLayout(LayoutActor *);
97
98 f32 calcNerveEaseInValue(const LayoutActor *, s32, s32, f32, f32);
99};
Used for executing states of a LiveActor.
Definition Nerve.hpp:6