isle/LEGO1/lego/legoomni/include/mxtransitionmanager.h
Anonymous Maarten 5f413165cc
Spinoff some sources to static libraries (#484)
* cmake: use imported targets for 3rd party libs

* Fix casing of skateboard.h include

* cmake: tglrl realtime viewmanager mxgeometry

* cmake: spin off some source in static libraries

* dx5 for everyone

* ci: bump actions/checkout to v4

* move LEGO1/realtime/realtimeview.cpp to lego1 because it exports symbols

* add misc library

* Add omni library

* Return of the .def's

* Remove COMPAT_CONST in MxVideoParam::MxVideoParam

* Run clang-format

* move LEGO1/realtime/realtimeview.cpp to realtime lib

* Add 3dmanager library

* Rename .def files

* Remove incorrect deps to Omni

* Remove DLL expor decls

* Remove unnecessary library dep from ROI

* Remove COMPAT_CONST

* Move 3dmanager lib before Omni

* Remove mxgeometry lib (`geom` is actually `lego/sources/geom`, which we don't have in our decomp yet)

* viewmanager has a dependency on realtime + fix mingw's def

* Remove Smacker::Smacker from lego1 link libraries

---------

Co-authored-by: Christian Semmler <mail@csemmler.com>
2024-01-24 21:16:29 -05:00

78 lines
2.2 KiB
C++

#ifndef MXTRANSITIONMANAGER_H
#define MXTRANSITIONMANAGER_H
#include "legoomni.h"
#include "mxcore.h"
#include "mxvideopresenter.h"
#include <ddraw.h>
// VTABLE: LEGO1 0x100d7ea0
class MxTransitionManager : public MxCore {
public:
MxTransitionManager();
virtual ~MxTransitionManager() override; // vtable+0x0
void SetWaitIndicator(MxVideoPresenter* p_waitIndicator);
virtual MxResult Tickle(); // vtable+0x8
// FUNCTION: LEGO1 0x1004b950
inline virtual const char* ClassName() const override // vtable+0x0c
{
return "MxTransitionManager";
}
// FUNCTION: LEGO1 0x1004b960
inline virtual MxBool IsA(const char* p_name) const override // vtable+0x10
{
return !strcmp(p_name, MxTransitionManager::ClassName()) || MxCore::IsA(p_name);
}
virtual MxResult GetDDrawSurfaceFromVideoManager(); // vtable+0x14
enum TransitionType {
e_notTransitioning = 0,
e_noAnimation,
e_dissolve,
e_pixelation,
e_screenWipe,
e_windows,
e_broken // Unknown what this is supposed to be, it locks the game up
};
MxResult StartTransition(TransitionType p_animationType, MxS32 p_speed, MxBool p_doCopy, MxBool p_playMusicInAnim);
inline TransitionType GetTransitionType() { return m_transitionType; }
// SYNTHETIC: LEGO1 0x1004b9e0
// MxTransitionManager::`scalar deleting destructor'
private:
void EndTransition(MxBool p_notifyWorld);
void TransitionNone();
void TransitionDissolve();
void TransitionPixelation();
void TransitionWipe();
void TransitionWindows();
void TransitionBroken();
void SubmitCopyRect(LPDDSURFACEDESC p_ddsc);
void SetupCopyRect(LPDDSURFACEDESC p_ddsc);
MxVideoPresenter* m_waitIndicator; // 0x08
RECT m_copyRect; // 0x0c
MxU8* m_copyBuffer; // 0x1c
FlagBitfield m_copyFlags; // 0x20
undefined4 m_unk0x24; // 0x24
FlagBitfield m_unk0x28; // 0x28
TransitionType m_transitionType; // 0x2c
LPDIRECTDRAWSURFACE m_ddSurface; // 0x30
MxU16 m_animationTimer; // 0x34
MxU16 m_columnOrder[640]; // 0x36
MxU16 m_randomShift[480]; // 0x536
MxULong m_systemTime; // 0x8f8
MxS32 m_animationSpeed; // 0x8fc
};
#endif // MXTRANSITIONMANAGER_H