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authorColin Noga <Tempus@Spectrum-Song.local>2011-07-23 11:47:43 -0500
committerColin Noga <Tempus@Spectrum-Song.local>2011-07-23 11:47:43 -0500
commit09d075c5469f64f500de70123bbb1042315d7ac0 (patch)
treeee92906230c7fa01e89afb84beeb65b8855393ad /src/msgbox.cpp
parentffa9dabc6b535da90b3cd8a7849079c546cacfbd (diff)
downloadkamek-09d075c5469f64f500de70123bbb1042315d7ac0.tar.gz
kamek-09d075c5469f64f500de70123bbb1042315d7ac0.zip
Added Crowd clapper. Changed everything to LF only. If anyone on Windows tries to read the code now, they will be faced with a single impenetrable line!
Diffstat (limited to '')
-rw-r--r--src/msgbox.cpp454
1 files changed, 227 insertions, 227 deletions
diff --git a/src/msgbox.cpp b/src/msgbox.cpp
index 63eb994..f99f73f 100644
--- a/src/msgbox.cpp
+++ b/src/msgbox.cpp
@@ -1,227 +1,227 @@
-#include <common.h>
-#include <game.h>
-#include "layoutlib.h"
-#include "fileload.h"
-
-
-struct MsgData_Header {
- u32 magic;
- u32 msgCount;
-};
-
-struct MsgData_Entry {
- u32 number;
- u32 titleOffset;
- u32 msgOffset;
-};
-
-
-
-struct dMsgBoxManager_c {
- // 0x00
- int ID;
- unsigned int Settings;
- short Type;
- char Unk_0A;
- char Unk_0B;
- char Unk_0C;
- char Unk_0D;
- char Unk_0E;
- char Unk_0F;
-
- // 0x10
- void *CONNECT_parent;
- void *CONNECT_child;
- void *CONNECT_prev;
- void *CONNECT_next;
-
- // 0x20
- void *CONNECT_thisObj;
- void *EXECUTE_prev;
- void *EXECUTE_next;
- void *EXECUTE_thisObj;
-
- // 0x30
- short Unk_30;
- short Unk_32;
- void *DRAW_prev;
- void *DRAW_next;
- void *DRAW_thisObj;
-
- // 0x40
- short Unk_40;
- short Unk_42;
- void *IDLookup_prev;
- void *IDLookup_next;
- void *IDLookup_thisObj;
-
- // 0x50
- void *Unk_50;
- int Unk_54;
- int Unk_58;
- void *Unk_5C;
-
- // 0x60
- void *vtable;
- int Unk_64; // dBase_c starts here
- char *weirdTypeString;
- char *actorName;
-
- // dMsgBoxManager_c starts here (offset 0x70)
- Layout *layout;
- int state;
- FileHandle msgDataFH;
-
- // 0x80
- void *msgData;
-
- // current allocated class size: 0xD0
-};
-
-
-#define STATE_NULL 0
-#define STATE_BOX_APPEAR_WAIT 1
-#define STATE_BUTTON_APPEAR_WAIT 2
-#define STATE_SHOWN 3
-#define STATE_BUTTON_DISAPPEAR_WAIT 4
-#define STATE_BOX_DISAPPEAR_WAIT 5
-
-#define animBoxAppear 0
-#define animBoxDisappear 1
-#define animButtonAppear 2
-#define animButtonDisappear 3
-
-extern int MessageBoxIsShowing;
-dMsgBoxManager_c *CurrentMsgBoxManager;
-
-const char *brlan_BoxAppear = "BoxAppear.brlan";
-const char *brlan_BoxDisappear = "BoxDisappear.brlan";
-const char *brlan_ButtonAppear = "ButtonAppear.brlan";
-const char *brlan_ButtonDisappear = "ButtonDisappear.brlan";
-
-const char *group_Box = "G_Box";
-const char *group_Button = "G_Button";
-
-bool dMsgBoxManager_c__Create(dMsgBoxManager_c *self) {
- self->layout = (Layout*)AllocFromGameHeap1(sizeof(Layout));
-
- if (!self->layout) {
- OSReport("memalloc fail\n");
- InfiniteLoop;
- }
-
- EmbeddedLayout_ctor(self->layout);
- EmbeddedLayout_LoadArc(self->layout, "NewerRes/msgbox.arc");
-
- if (!EmbeddedLayout_Build(self->layout, "MessageBox.brlyt", 0)) {
- OSReport("build fail\n");
- InfiniteLoop;
- }
-
-
- const char *anims[4] = {brlan_BoxAppear, brlan_BoxDisappear, brlan_ButtonAppear, brlan_ButtonDisappear};
- EmbeddedLayout_LoadBrlans(self->layout, anims, 4);
-
- const char *groups[4] = {group_Box, group_Box, group_Button, group_Button};
-
- int mappings[4] = {0, 1, 2, 3};
- EmbeddedLayout_LoadGroups(self->layout, groups, mappings, 4);
-
- EmbeddedLayout_DisableAllAnims(self->layout);
-
- for (int i = 0; i < 4; i++) {
- EmbeddedLayout_ResetAnimToInitialState(self->layout, i, false);
- }
-
- self->msgData = LoadFile(&self->msgDataFH, "/NewerRes/MsgData.bin");
-
- self->state = STATE_NULL;
- self->layout->drawOrder = 0xA0;
-
- CurrentMsgBoxManager = self;
-
- return true;
-}
-
-bool dMsgBoxManager_c__Execute(dMsgBoxManager_c *self) {
- if (self->state == STATE_NULL)
- return true;
-
-
- switch (self->state) {
- /**************************************************************************/
- case STATE_BOX_APPEAR_WAIT:
- if (!EmbeddedLayout_CheckIfAnimationIsOn(self->layout, animBoxAppear)) {
- EmbeddedLayout_EnableNonLoopAnim(self->layout, animButtonAppear, false);
- self->state = STATE_BUTTON_APPEAR_WAIT;
- }
-
- break;
-
- /**************************************************************************/
- case STATE_BUTTON_APPEAR_WAIT:
- if (!EmbeddedLayout_CheckIfAnimationIsOn(self->layout, animButtonAppear)) {
- self->state = STATE_SHOWN;
- }
-
- break;
-
- /**************************************************************************/
- case STATE_SHOWN:
- if (false) {
- EmbeddedLayout_EnableNonLoopAnim(self->layout, animButtonDisappear, false);
- self->state = STATE_BUTTON_DISAPPEAR_WAIT;
- }
-
- break;
-
- /**************************************************************************/
- case STATE_BUTTON_DISAPPEAR_WAIT:
- if (!EmbeddedLayout_CheckIfAnimationIsOn(self->layout, animButtonDisappear)) {
- EmbeddedLayout_EnableNonLoopAnim(self->layout, animBoxDisappear, false);
- self->state = STATE_BOX_DISAPPEAR_WAIT;
- }
-
- break;
-
- /**************************************************************************/
- case STATE_BOX_DISAPPEAR_WAIT:
- if (!EmbeddedLayout_CheckIfAnimationIsOn(self->layout, animBoxDisappear)) {
- self->state = STATE_NULL;
-
- EmbeddedLayout_DisableAllAnims(self->layout);
-
- for (int i = 0; i < 4; i++) {
- EmbeddedLayout_ResetAnimToInitialState(self->layout, i, false);
- }
- }
- break;
- }
-
-
- EmbeddedLayout_Process(self->layout);
- EmbeddedLayout_UpdateMatrix(self->layout);
-
- return true;
-}
-
-bool dMsgBoxManager_c__Draw(dMsgBoxManager_c *self) {
- if (self->state != STATE_NULL) {
- EmbeddedLayout_AddToDrawList(self->layout);
- }
-
- return true;
-}
-
-bool dMsgBoxManager_c__Delete(dMsgBoxManager_c *self) {
- EmbeddedLayout_FreeArc(self->layout);
- EmbeddedLayout_Free(self->layout);
- EmbeddedLayout_dtor(self->layout, false);
- FreeFromGameHeap1(self->layout);
-
- CurrentMsgBoxManager = 0;
-
- return true;
-}
-
-
+#include <common.h>
+#include <game.h>
+#include "layoutlib.h"
+#include "fileload.h"
+
+
+struct MsgData_Header {
+ u32 magic;
+ u32 msgCount;
+};
+
+struct MsgData_Entry {
+ u32 number;
+ u32 titleOffset;
+ u32 msgOffset;
+};
+
+
+
+struct dMsgBoxManager_c {
+ // 0x00
+ int ID;
+ unsigned int Settings;
+ short Type;
+ char Unk_0A;
+ char Unk_0B;
+ char Unk_0C;
+ char Unk_0D;
+ char Unk_0E;
+ char Unk_0F;
+
+ // 0x10
+ void *CONNECT_parent;
+ void *CONNECT_child;
+ void *CONNECT_prev;
+ void *CONNECT_next;
+
+ // 0x20
+ void *CONNECT_thisObj;
+ void *EXECUTE_prev;
+ void *EXECUTE_next;
+ void *EXECUTE_thisObj;
+
+ // 0x30
+ short Unk_30;
+ short Unk_32;
+ void *DRAW_prev;
+ void *DRAW_next;
+ void *DRAW_thisObj;
+
+ // 0x40
+ short Unk_40;
+ short Unk_42;
+ void *IDLookup_prev;
+ void *IDLookup_next;
+ void *IDLookup_thisObj;
+
+ // 0x50
+ void *Unk_50;
+ int Unk_54;
+ int Unk_58;
+ void *Unk_5C;
+
+ // 0x60
+ void *vtable;
+ int Unk_64; // dBase_c starts here
+ char *weirdTypeString;
+ char *actorName;
+
+ // dMsgBoxManager_c starts here (offset 0x70)
+ Layout *layout;
+ int state;
+ FileHandle msgDataFH;
+
+ // 0x80
+ void *msgData;
+
+ // current allocated class size: 0xD0
+};
+
+
+#define STATE_NULL 0
+#define STATE_BOX_APPEAR_WAIT 1
+#define STATE_BUTTON_APPEAR_WAIT 2
+#define STATE_SHOWN 3
+#define STATE_BUTTON_DISAPPEAR_WAIT 4
+#define STATE_BOX_DISAPPEAR_WAIT 5
+
+#define animBoxAppear 0
+#define animBoxDisappear 1
+#define animButtonAppear 2
+#define animButtonDisappear 3
+
+extern int MessageBoxIsShowing;
+dMsgBoxManager_c *CurrentMsgBoxManager;
+
+const char *brlan_BoxAppear = "BoxAppear.brlan";
+const char *brlan_BoxDisappear = "BoxDisappear.brlan";
+const char *brlan_ButtonAppear = "ButtonAppear.brlan";
+const char *brlan_ButtonDisappear = "ButtonDisappear.brlan";
+
+const char *group_Box = "G_Box";
+const char *group_Button = "G_Button";
+
+bool dMsgBoxManager_c__Create(dMsgBoxManager_c *self) {
+ self->layout = (Layout*)AllocFromGameHeap1(sizeof(Layout));
+
+ if (!self->layout) {
+ OSReport("memalloc fail\n");
+ InfiniteLoop;
+ }
+
+ EmbeddedLayout_ctor(self->layout);
+ EmbeddedLayout_LoadArc(self->layout, "NewerRes/msgbox.arc");
+
+ if (!EmbeddedLayout_Build(self->layout, "MessageBox.brlyt", 0)) {
+ OSReport("build fail\n");
+ InfiniteLoop;
+ }
+
+
+ const char *anims[4] = {brlan_BoxAppear, brlan_BoxDisappear, brlan_ButtonAppear, brlan_ButtonDisappear};
+ EmbeddedLayout_LoadBrlans(self->layout, anims, 4);
+
+ const char *groups[4] = {group_Box, group_Box, group_Button, group_Button};
+
+ int mappings[4] = {0, 1, 2, 3};
+ EmbeddedLayout_LoadGroups(self->layout, groups, mappings, 4);
+
+ EmbeddedLayout_DisableAllAnims(self->layout);
+
+ for (int i = 0; i < 4; i++) {
+ EmbeddedLayout_ResetAnimToInitialState(self->layout, i, false);
+ }
+
+ self->msgData = LoadFile(&self->msgDataFH, "/NewerRes/MsgData.bin");
+
+ self->state = STATE_NULL;
+ self->layout->drawOrder = 0xA0;
+
+ CurrentMsgBoxManager = self;
+
+ return true;
+}
+
+bool dMsgBoxManager_c__Execute(dMsgBoxManager_c *self) {
+ if (self->state == STATE_NULL)
+ return true;
+
+
+ switch (self->state) {
+ /**************************************************************************/
+ case STATE_BOX_APPEAR_WAIT:
+ if (!EmbeddedLayout_CheckIfAnimationIsOn(self->layout, animBoxAppear)) {
+ EmbeddedLayout_EnableNonLoopAnim(self->layout, animButtonAppear, false);
+ self->state = STATE_BUTTON_APPEAR_WAIT;
+ }
+
+ break;
+
+ /**************************************************************************/
+ case STATE_BUTTON_APPEAR_WAIT:
+ if (!EmbeddedLayout_CheckIfAnimationIsOn(self->layout, animButtonAppear)) {
+ self->state = STATE_SHOWN;
+ }
+
+ break;
+
+ /**************************************************************************/
+ case STATE_SHOWN:
+ if (false) {
+ EmbeddedLayout_EnableNonLoopAnim(self->layout, animButtonDisappear, false);
+ self->state = STATE_BUTTON_DISAPPEAR_WAIT;
+ }
+
+ break;
+
+ /**************************************************************************/
+ case STATE_BUTTON_DISAPPEAR_WAIT:
+ if (!EmbeddedLayout_CheckIfAnimationIsOn(self->layout, animButtonDisappear)) {
+ EmbeddedLayout_EnableNonLoopAnim(self->layout, animBoxDisappear, false);
+ self->state = STATE_BOX_DISAPPEAR_WAIT;
+ }
+
+ break;
+
+ /**************************************************************************/
+ case STATE_BOX_DISAPPEAR_WAIT:
+ if (!EmbeddedLayout_CheckIfAnimationIsOn(self->layout, animBoxDisappear)) {
+ self->state = STATE_NULL;
+
+ EmbeddedLayout_DisableAllAnims(self->layout);
+
+ for (int i = 0; i < 4; i++) {
+ EmbeddedLayout_ResetAnimToInitialState(self->layout, i, false);
+ }
+ }
+ break;
+ }
+
+
+ EmbeddedLayout_Process(self->layout);
+ EmbeddedLayout_UpdateMatrix(self->layout);
+
+ return true;
+}
+
+bool dMsgBoxManager_c__Draw(dMsgBoxManager_c *self) {
+ if (self->state != STATE_NULL) {
+ EmbeddedLayout_AddToDrawList(self->layout);
+ }
+
+ return true;
+}
+
+bool dMsgBoxManager_c__Delete(dMsgBoxManager_c *self) {
+ EmbeddedLayout_FreeArc(self->layout);
+ EmbeddedLayout_Free(self->layout);
+ EmbeddedLayout_dtor(self->layout, false);
+ FreeFromGameHeap1(self->layout);
+
+ CurrentMsgBoxManager = 0;
+
+ return true;
+}
+
+