NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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anm_mat_clr.hpp
1#pragma once
2#include <game/mLib/m_3d/bmdl.hpp>
3#include <game/mLib/m_3d/banm.hpp>
4#include <game/mLib/m_3d/fanm.hpp>
5
6namespace m3d {
7 class anmMatClr_c : public banm_c {
8 public:
9 virtual ~anmMatClr_c();
10 virtual void remove();
11 virtual void play();
12 virtual banm_c::anmType_e getType() const { return banm_c::TYPE_ANM_MAT_CLR; };
13
14 static size_t heapCost(nw4r::g3d::ResMdl mdl, nw4r::g3d::ResAnmClr anmClr, long count, bool calcAligned);
15 bool create(nw4r::g3d::ResMdl mdl, nw4r::g3d::ResAnmClr anmClr, mAllocator_c *allocator, size_t *objSize, long count);
16 void setAnm(m3d::bmdl_c &mdl, nw4r::g3d::ResAnmClr anmClr, long idx, m3d::playMode_e playMode);
17 void releaseAnm(long idx);
18 void play(long idx);
19 float getFrame(long idx) const;
20 void setFrame(float frame, long idx);
21 float getRate(long idx) const;
22 void setRate(float rate, long idx);
23 bool isStop(long idx) const;
24 bool checkFrame(float frame, long idx) const;
25 void setPlayMode(m3d::playMode_e playMode, long idx);
26 float getFrameMax(long idx) const;
27 float getFrameStart(long idx) const;
28
29 class child_c : public fanm_c {
30 public:
31 virtual banm_c::anmType_e getType() const { return banm_c::TYPE_ANM_MAT_CLR; };
32 virtual ~child_c() {}
33
34 static size_t heapCost(nw4r::g3d::ResMdl mdl, nw4r::g3d::ResAnmClr anmClr, bool calcAligned);
35 bool create(nw4r::g3d::ResMdl mdl, nw4r::g3d::ResAnmClr anmClr, mAllocator_c *allocator, size_t *objSize);
36 void setAnm(m3d::bmdl_c &mdl, nw4r::g3d::ResAnmClr anmClr, m3d::playMode_e playMode);
37 void releaseAnm();
38 void setFrmCtrlDefault(nw4r::g3d::ResAnmClr &anmClr, m3d::playMode_e playMode);
39 };
40
41 child_c *children;
42 };
43}
fanm_c()
Constructs an animation object.
Definition fanm.cpp:3
An allocator class that wraps an EGG:Allocator .
mLib 3D library
Definition anm_chr.hpp:5
playMode_e
Definition banm.hpp:7