NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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d_lytbase.hpp
1#pragma once
2#include <game/bases/d_2d.hpp>
3#include <game/bases/d_lyttextBox.hpp>
4#include <game/bases/d_tag_processor.hpp>
5#include <game/mLib/m_2d.hpp>
6#include <nw4r/lyt.h>
7
8class LytBase_c : public d2d::Multi_c {
9public:
10 LytBase_c();
11 ~LytBase_c();
12 virtual bool build(const char *, d2d::ResAccMult_c *);
13
14 LytTextBox_c *findTextBox(const char *);
15 void allocStringBuffer(nw4r::lyt::Pane *);
16
17 bool ReadResourceEx(const char *, int, bool);
18 bool ReadResource(const char *, bool);
19 bool ReadResource2(const char *, int);
20 bool ReadResource3(const char *, int); ///< @unofficial Not in Shield version.
21
22 void NPaneRegister(const char **, nw4r::lyt::Pane **, int);
23 void WPaneRegister(const char **, nw4r::lyt::Window **, int);
24 void PPaneRegister(const char **, nw4r::lyt::Picture **, int);
25 void TPaneRegister(const char **, LytTextBox_c **, int);
26 void TPaneNameRegister(const char **, const int *, int, int);
27 void AnimeResRegister(const char **, int);
28 void GroupRegister(const char **, const int *, int);
29
30 void AnimeStartBaseSetup(int);
31 void AnimeStartSetup(int, bool);
32 void LoopAnimeStartSetup(int);
33 void ReverseAnimeStartSetup(int, bool);
34 void AnimeEndSetup(int);
35 void AllAnimeEndSetup();
36
37 void AnimePlay();
38 bool isAnime(int);
39 bool isAllAnime();
40
41 void FUN_800c9770(void *, float *); ///< @unofficial
42
43 bool doDelete();
44
45public:
46 d2d::ResAccMultLoader_c mResAccessorLoader;
47
48 m2d::AnmResV2_c *mpAnimRes;
49 m2d::AnmGroup_c *mpAnimGroup;
50
51 bool *mpEnabledAnims;
52 int mAnimCount;
53
54 int mGroupCount;
55
56 int mLastStartedAnimNum;
57
58public:
59 static TagProcessor_c s_TagPrc;
60};
void FUN_800c9770(void *, float *)
virtual bool build(const char *, d2d::ResAccMult_c *)
Builds the layout from a binary layout file.
bool ReadResource3(const char *, int)
A text box class with BMG message support.
A base 2D layout class.
Definition multi.hpp:25