| 1 | #include "Layout/AimingCursor.h" |
| 2 | |
| 3 | #include "Library/Layout/LayoutActionFunction.h" |
| 4 | #include "Library/Layout/LayoutActorUtil.h" |
| 5 | #include "Library/Layout/LayoutInitInfo.h" |
| 6 | #include "Library/Nerve/NerveSetupUtil.h" |
| 7 | #include "Library/Nerve/NerveUtil.h" |
| 8 | |
| 9 | namespace { |
| 10 | NERVE_IMPL(AimingCursor, Appear); |
| 11 | NERVE_IMPL(AimingCursor, End); |
| 12 | NERVE_IMPL(AimingCursor, Wait); |
| 13 | |
| 14 | NERVES_MAKE_NOSTRUCT(AimingCursor, Appear, End, Wait); |
| 15 | } // namespace |
| 16 | |
| 17 | AimingCursor::AimingCursor(const char* name, const al::LayoutInitInfo& info) |
| 18 | : al::LayoutActor(name) { |
| 19 | al::initLayoutActor(this, info, "Aiming" , nullptr); |
| 20 | initNerve(&Appear, 0); |
| 21 | kill(); |
| 22 | } |
| 23 | |
| 24 | void AimingCursor::startAppear() { |
| 25 | appear(); |
| 26 | al::setNerve(user: this, nerve: &Appear); |
| 27 | } |
| 28 | |
| 29 | void AimingCursor::end() { |
| 30 | al::setNerve(user: this, nerve: &End); |
| 31 | } |
| 32 | |
| 33 | void AimingCursor::setTrans(const sead::Vector2f& pos) { |
| 34 | sead::Vector2f t = al::getLocalTrans(this); |
| 35 | al::setLocalTrans(this, (t + pos) * 0.5f); |
| 36 | } |
| 37 | |
| 38 | void AimingCursor::setScale(f32 scale) { |
| 39 | al::setLocalScale(this, (al::getLocalScale(this) + scale) * 0.5f); |
| 40 | } |
| 41 | |
| 42 | bool AimingCursor::tryLookOn() { |
| 43 | if (mIsLookOn) |
| 44 | return false; |
| 45 | mIsLookOn = true; |
| 46 | al::startAction(layout: this, actionName: "On" , paneName: "State" ); |
| 47 | return true; |
| 48 | } |
| 49 | |
| 50 | bool AimingCursor::tryLookOff() { |
| 51 | if (!mIsLookOn) |
| 52 | return false; |
| 53 | mIsLookOn = false; |
| 54 | al::startAction(layout: this, actionName: "Off" , paneName: "State" ); |
| 55 | return true; |
| 56 | } |
| 57 | |
| 58 | void AimingCursor::exeAppear() { |
| 59 | if (al::isFirstStep(user: this)) |
| 60 | al::startAction(layout: this, actionName: "Appear" , paneName: nullptr); |
| 61 | if (al::isActionEnd(layout: this, paneName: nullptr)) |
| 62 | al::setNerve(user: this, nerve: &Wait); |
| 63 | } |
| 64 | |
| 65 | void AimingCursor::exeWait() { |
| 66 | if (al::isFirstStep(user: this)) |
| 67 | al::startAction(layout: this, actionName: "Wait" , paneName: nullptr); |
| 68 | } |
| 69 | |
| 70 | void AimingCursor::exeEnd() { |
| 71 | if (al::isFirstStep(user: this)) |
| 72 | al::startAction(layout: this, actionName: "End" , paneName: nullptr); |
| 73 | if (al::isActionEnd(layout: this, paneName: nullptr)) |
| 74 | kill(); |
| 75 | } |
| 76 | |