1#include "Game/NameObj/NameObjListExecutor.hpp"
3NameObjListExecutor::NameObjListExecutor() {
12NameObjListExecutor::~NameObjListExecutor() {
18 delete mBufferHolder->_8;
23void NameObjListExecutor::init() {
26 initCalcViewAndEntryList();
30s16 NameObjListExecutor::registerDrawBuffer(
LiveActor *pActor,
int a2) {
31 return mBufferHolder->registerDrawBuffer(pActor, a2);
34void NameObjListExecutor::allocateDrawBufferActorList() {
35 mMovementList->allocateBuffer();
36 mCalcAnimList->allocateBuffer();
37 mDrawList->allocateBuffer();
38 mBufferHolder->allocateActorListBuffer();
41void NameObjListExecutor::registerPreDrawFunction(
const MR::FunctorBase &rFunc,
int a2) {
42 mDrawList->registerExecuteBeforeFunction(rFunc, a2);
45void NameObjListExecutor::findLightInfo(
LiveActor *pActor,
int a2,
int a3)
const {
46 mBufferHolder->findLightInfo(pActor, a2, a3);
51void NameObjListExecutor::incrementCheckMovement(
NameObj *pObj,
int category) {
52 mMovementList->incrementCheck(pObj, category);
55void NameObjListExecutor::incrementCheckCalcAnim(
NameObj *pObj,
int category) {
56 mCalcAnimList->incrementCheck(pObj, category);
59void NameObjListExecutor::incrementCheckDraw(
NameObj *pObj,
int category) {
60 mDrawList->incrementCheck(pObj, category);
63void NameObjListExecutor::addToMovement(
NameObj *pObj,
int category) {
64 mMovementList->add(pObj, category);
67void NameObjListExecutor::addToCalcAnim(
NameObj *pObj,
int category) {
68 mCalcAnimList->add(pObj, category);
71void NameObjListExecutor::addToDrawBuffer(
LiveActor *pActor,
int a2,
int a3) {
72 mBufferHolder->active(pActor, a2, a3);
75void NameObjListExecutor::addToDraw(
NameObj *pObj,
int category) {
76 mDrawList->add(pObj, category);
79void NameObjListExecutor::removeToMovement(
NameObj *pObj,
int category) {
80 mMovementList->remove(pObj, category);
83void NameObjListExecutor::removeToCalcAnim(
NameObj *pObj,
int category) {
84 mCalcAnimList->remove(pObj, category);
87void NameObjListExecutor::removeToDrawBuffer(
LiveActor *pActor,
int a2,
int a3) {
88 mBufferHolder->deactive(pActor, a2, a3);
91void NameObjListExecutor::removeToDraw(
NameObj *pObj,
int category) {
92 mDrawList->remove(pObj, category);
95void NameObjListExecutor::executeMovement(
int category) {
96 mMovementList->execute(category);
99void NameObjListExecutor::executeCalcAnim(
int category) {
100 mCalcAnimList->execute(category);
103void NameObjListExecutor::entryDrawBuffer2D() {
104 mBufferHolder->entry(1);
107void NameObjListExecutor::entryDrawBuffer3D() {
108 mBufferHolder->entry(0);
111void NameObjListExecutor::entryDrawBufferMirror() {
112 mBufferHolder->entry(2);
115void NameObjListExecutor::drawOpa(
int a1) {
116 mBufferHolder->drawOpa(a1);
119void NameObjListExecutor::drawXlu(
int a1) {
120 mBufferHolder->drawXlu(a1);
123void NameObjListExecutor::executeDraw(
int category) {
124 mDrawList->execute(category);
127void NameObjListExecutor::initMovementList() {
131void NameObjListExecutor::initCalcAnimList() {
135void NameObjListExecutor::initCalcViewAndEntryList() {
139void NameObjListExecutor::initDrawList() {
The basis of a drawable actor that can contain states (see: Nerve)
The most basic form of an object.