SMG-Decomp
A decompilation of Super Mario Galaxy 1
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NameObjListExecutor.cpp
1#include "Game/NameObj/NameObjListExecutor.hpp"
2
3NameObjListExecutor::NameObjListExecutor() {
4 mBufferHolder = 0;
5 mMovementList = 0;
6 mCalcAnimList = 0;
7 mDrawList = 0;
8}
9
10#ifdef NON_MATCHING
11// meh
12NameObjListExecutor::~NameObjListExecutor() {
13 delete mMovementList;
14 delete mCalcAnimList;
15 delete mDrawList;
16
17 if (mBufferHolder) {
18 delete mBufferHolder->_8;
19 }
20}
21#endif
22
23void NameObjListExecutor::init() {
24 initMovementList();
25 initCalcAnimList();
26 initCalcViewAndEntryList();
27 initDrawList();
28}
29
30s16 NameObjListExecutor::registerDrawBuffer(LiveActor *pActor, int a2) {
31 return mBufferHolder->registerDrawBuffer(pActor, a2);
32}
33
34void NameObjListExecutor::allocateDrawBufferActorList() {
35 mMovementList->allocateBuffer();
36 mCalcAnimList->allocateBuffer();
37 mDrawList->allocateBuffer();
38 mBufferHolder->allocateActorListBuffer();
39}
40
41void NameObjListExecutor::registerPreDrawFunction(const MR::FunctorBase &rFunc, int a2) {
42 mDrawList->registerExecuteBeforeFunction(rFunc, a2);
43}
44
45void NameObjListExecutor::findLightInfo(LiveActor *pActor, int a2, int a3) const {
46 mBufferHolder->findLightInfo(pActor, a2, a3);
47}
48
49// NameObjListExecutor::findLightInfo
50
51void NameObjListExecutor::incrementCheckMovement(NameObj *pObj, int category) {
52 mMovementList->incrementCheck(pObj, category);
53}
54
55void NameObjListExecutor::incrementCheckCalcAnim(NameObj *pObj, int category) {
56 mCalcAnimList->incrementCheck(pObj, category);
57}
58
59void NameObjListExecutor::incrementCheckDraw(NameObj *pObj, int category) {
60 mDrawList->incrementCheck(pObj, category);
61}
62
63void NameObjListExecutor::addToMovement(NameObj *pObj, int category) {
64 mMovementList->add(pObj, category);
65}
66
67void NameObjListExecutor::addToCalcAnim(NameObj *pObj, int category) {
68 mCalcAnimList->add(pObj, category);
69}
70
71void NameObjListExecutor::addToDrawBuffer(LiveActor *pActor, int a2, int a3) {
72 mBufferHolder->active(pActor, a2, a3);
73}
74
75void NameObjListExecutor::addToDraw(NameObj *pObj, int category) {
76 mDrawList->add(pObj, category);
77}
78
79void NameObjListExecutor::removeToMovement(NameObj *pObj, int category) {
80 mMovementList->remove(pObj, category);
81}
82
83void NameObjListExecutor::removeToCalcAnim(NameObj *pObj, int category) {
84 mCalcAnimList->remove(pObj, category);
85}
86
87void NameObjListExecutor::removeToDrawBuffer(LiveActor *pActor, int a2, int a3) {
88 mBufferHolder->deactive(pActor, a2, a3);
89}
90
91void NameObjListExecutor::removeToDraw(NameObj *pObj, int category) {
92 mDrawList->remove(pObj, category);
93}
94
95void NameObjListExecutor::executeMovement(int category) {
96 mMovementList->execute(category);
97}
98
99void NameObjListExecutor::executeCalcAnim(int category) {
100 mCalcAnimList->execute(category);
101}
102
103void NameObjListExecutor::entryDrawBuffer2D() {
104 mBufferHolder->entry(1);
105}
106
107void NameObjListExecutor::entryDrawBuffer3D() {
108 mBufferHolder->entry(0);
109}
110
111void NameObjListExecutor::entryDrawBufferMirror() {
112 mBufferHolder->entry(2);
113}
114
115void NameObjListExecutor::drawOpa(int a1) {
116 mBufferHolder->drawOpa(a1);
117}
118
119void NameObjListExecutor::drawXlu(int a1) {
120 mBufferHolder->drawXlu(a1);
121}
122
123void NameObjListExecutor::executeDraw(int category) {
124 mDrawList->execute(category);
125}
126
127void NameObjListExecutor::initMovementList() {
128
129}
130
131void NameObjListExecutor::initCalcAnimList() {
132
133}
134
135void NameObjListExecutor::initCalcViewAndEntryList() {
136
137}
138
139void NameObjListExecutor::initDrawList() {
140
141}
The basis of a drawable actor that can contain states (see: Nerve)
Definition LiveActor.hpp:24
The most basic form of an object.
Definition NameObj.hpp:11