NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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d_scene.hpp
1#pragma once
2#include <game/bases/d_base.hpp>
4#include <game/sLib/s_Phase.hpp>
5
7class dScene_c : public dBase_c {
8public:
9 dScene_c();
10 ~dScene_c();
11
12 virtual int preCreate();
13
16 virtual void postCreate(fBase_c::MAIN_STATE_e status);
17
18 virtual int preDelete();
19 virtual void postDelete(fBase_c::MAIN_STATE_e status);
20
24 virtual int preExecute();
25 virtual void postExecute(fBase_c::MAIN_STATE_e status);
26
27 virtual int preDraw();
28 virtual void postDraw(fBase_c::MAIN_STATE_e status);
29
30 static void setStartScene();
31 static void setResetScene();
32 static dScene_c *createNextScene();
33
43 static void setNextScene(ProfileName nextScene, unsigned long param, bool forceChange);
44
46 static void setFadeInFrame(unsigned short length);
48 static void setFadeOutFrame(unsigned short length);
50 static void setFadeInOutFrame(unsigned short length);
51
53
54 static u32 mPara;
58 static bool m_otherSceneFlg;
59
60 static u16 m_fadeInFrame;
61 static u16 m_fadeOutFrame;
62 static bool m_isAutoFadeIn;
63};
The minimum required implementation for a base.
Definition d_base.hpp:41
virtual int preExecute()
Code to be executed before execute.
Definition d_scene.cpp:77
static void setFadeInFrame(unsigned short length)
Sets the duration of the next fade-in transition to length.
Definition d_scene.cpp:184
static void setStartScene()
Sets up the scene to be shown when the game boots up.
Definition d_scene.cpp:133
virtual void postExecute(fBase_c::MAIN_STATE_e status)
See dBase_c::postExecute.
Definition d_scene.cpp:115
virtual void postDelete(fBase_c::MAIN_STATE_e status)
See dBase_c::postDelete.
Definition d_scene.cpp:69
static dScene_c * createNextScene()
Creates and returns a root base for the next scene.
Definition d_scene.cpp:145
virtual int preDraw()
See dBase_c::preDraw.
Definition d_scene.cpp:122
static void setFadeOutFrame(unsigned short length)
Sets the duration of the next fade-out transition to length.
Definition d_scene.cpp:188
virtual void postDraw(fBase_c::MAIN_STATE_e status)
See dBase_c::postDraw.
Definition d_scene.cpp:129
static bool m_isAutoFadeIn
If a fade-in should automatically be performed on scene load.
Definition d_scene.hpp:62
virtual void postCreate(fBase_c::MAIN_STATE_e status)
Code to be executed after create.
Definition d_scene.cpp:53
sPhase_c * mpPhase
The phase to be completed before preExecute succeeds.
Definition d_scene.hpp:52
static ProfileName m_nextScene
The profile name of the next scene.
Definition d_scene.hpp:55
virtual int preDelete()
See dBase_c::preDelete.
Definition d_scene.cpp:62
static u16 m_fadeInFrame
The duration of the next fade-in.
Definition d_scene.hpp:60
static bool m_otherSceneFlg
Whether the next scene has already been created.
Definition d_scene.hpp:58
static void setResetScene()
Sets up the scene to be shown after a game reset.
Definition d_scene.cpp:141
static u32 mPara
The parameters for the next scene.
Definition d_scene.hpp:54
static ProfileName m_nowScene
The profile name of the current scene.
Definition d_scene.hpp:56
virtual int preCreate()
See dBase_c::preCreate.
Definition d_scene.cpp:44
static u16 m_fadeOutFrame
The duration of the next fade-out.
Definition d_scene.hpp:61
static void setFadeInOutFrame(unsigned short length)
Sets the duration of the next fade-in and fade-out transitions to length.
Definition d_scene.cpp:192
static void setNextScene(ProfileName nextScene, unsigned long param, bool forceChange)
Attempts to prepare the transition to a new state.
Definition d_scene.cpp:162
static ProfileName m_oldScene
The profile name of the previous scene.
Definition d_scene.hpp:57
MAIN_STATE_e
The possible operation results.
Definition f_base.hpp:137
A phase is a list of methods to be called in order.
Definition s_Phase.hpp:5
u16 ProfileName
The name of a profile. Value is a fProfile::PROFILE_NAME_e.
Definition f_profile.hpp:32