| 1 | #pragma once |
|---|---|
| 2 | |
| 3 | #include <math/seadVector.h> |
| 4 | |
| 5 | namespace al { |
| 6 | class IUseSceneObjHolder; |
| 7 | class GamePadSystem; |
| 8 | class LayoutActor; |
| 9 | class LiveActor; |
| 10 | class Scene; |
| 11 | } // namespace al |
| 12 | class GameDataHolder; |
| 13 | class GamePadPlayStyleInfo; |
| 14 | |
| 15 | namespace rs { |
| 16 | |
| 17 | bool isSeparatePlay(const al::IUseSceneObjHolder*); |
| 18 | void changeSeparatePlayMode(al::Scene*, bool); |
| 19 | void setSeparatePlayMode(al::Scene*, bool); |
| 20 | bool isTriggerUiDecide(const al::IUseSceneObjHolder*); |
| 21 | bool isTriggerUiDecide(const GameDataHolder*); |
| 22 | bool isTriggerUiCancel(const al::IUseSceneObjHolder*); |
| 23 | bool isTriggerUiSelect(const al::IUseSceneObjHolder*); |
| 24 | bool isTriggerUiPause(const al::IUseSceneObjHolder*); |
| 25 | bool isTriggerUiLeft(const al::IUseSceneObjHolder*); |
| 26 | bool isTriggerUiRight(const al::IUseSceneObjHolder*); |
| 27 | bool isTriggerUiUp(const al::IUseSceneObjHolder*); |
| 28 | bool isTriggerUiDown(const al::IUseSceneObjHolder*); |
| 29 | bool isTriggerUiR(const al::IUseSceneObjHolder*); |
| 30 | bool isTriggerUiL(const al::IUseSceneObjHolder*); |
| 31 | bool isTriggerUiZR(const al::IUseSceneObjHolder*); |
| 32 | bool isTriggerUiZL(const al::IUseSceneObjHolder*); |
| 33 | bool isTriggerUiX(const al::IUseSceneObjHolder*); |
| 34 | bool isTriggerUiY(const al::IUseSceneObjHolder*); |
| 35 | bool isTriggerUiAnyABXY(const al::IUseSceneObjHolder*); |
| 36 | bool isRepeatUiUp(const al::IUseSceneObjHolder*); |
| 37 | bool isRepeatUiDown(const al::IUseSceneObjHolder*); |
| 38 | bool isRepeatUiRight(const al::IUseSceneObjHolder*); |
| 39 | bool isRepeatUiLeft(const al::IUseSceneObjHolder*); |
| 40 | bool isHoldUiDecide(const al::IUseSceneObjHolder*); |
| 41 | bool isHoldUiCancel(const al::IUseSceneObjHolder*); |
| 42 | bool isHoldUiSelect(const al::IUseSceneObjHolder*); |
| 43 | bool isHoldUiL(const al::IUseSceneObjHolder*); |
| 44 | bool isHoldUiR(const al::IUseSceneObjHolder*); |
| 45 | bool isHoldUiY(const al::IUseSceneObjHolder*); |
| 46 | bool isHoldUiUp(const al::IUseSceneObjHolder*); |
| 47 | bool isHoldUiDown(const al::IUseSceneObjHolder*); |
| 48 | bool isHoldUiLeft(const al::IUseSceneObjHolder*); |
| 49 | bool isHoldUiRight(const al::IUseSceneObjHolder*); |
| 50 | bool isHoldSeparatePlayStart1P(const al::IUseSceneObjHolder*); |
| 51 | bool isHoldSeparatePlayStart2P(const al::IUseSceneObjHolder*); |
| 52 | bool isTriggerMapOpen(const al::IUseSceneObjHolder*); |
| 53 | bool isHoldSeparatePlayEnd(const al::IUseSceneObjHolder*); |
| 54 | const sead::Vector2f& getUiLeftStick(const al::IUseSceneObjHolder*); |
| 55 | const sead::Vector2f& getUiRightStick(const al::IUseSceneObjHolder*); |
| 56 | bool isTriggerMapClose(const al::IUseSceneObjHolder*); |
| 57 | bool isTriggerCollectionListOpenInMap(const al::IUseSceneObjHolder*); |
| 58 | bool isTriggerCollectionListCloseInMap(const al::IUseSceneObjHolder*); |
| 59 | bool isTriggerAppearSkipGuide(const al::IUseSceneObjHolder*); |
| 60 | bool isTriggerUiRacePause(const al::IUseSceneObjHolder*); |
| 61 | bool isTriggerSnapShotMode(const al::IUseSceneObjHolder*); |
| 62 | bool isTriggerAmiiboMode(const al::IUseSceneObjHolder*); |
| 63 | bool isHoldAmiiboMode(const al::IUseSceneObjHolder*); |
| 64 | bool isTriggerToggleSnapShotModeLayout(const al::IUseSceneObjHolder*); |
| 65 | bool isTriggerAppearSnapShotLayout(const al::IUseSceneObjHolder*); |
| 66 | bool isTriggerIncrementPostProcessingFilterPreset(const al::IUseSceneObjHolder*); |
| 67 | bool isTriggerDecrementPostProcessingFilterPreset(const al::IUseSceneObjHolder*); |
| 68 | void recordGamePadPlayStyleInfo(GamePadPlayStyleInfo*, const al::LiveActor*); |
| 69 | void recordGamePadPlayStyleInfo(GamePadPlayStyleInfo*, const al::LayoutActor*); |
| 70 | bool tryUpdateGamePadPlayStyleInfo(GamePadPlayStyleInfo*, const al::LiveActor*); |
| 71 | bool tryUpdateGamePadPlayStyleInfo(GamePadPlayStyleInfo*, const al::LayoutActor*); |
| 72 | } // namespace rs |
| 73 | |
| 74 | namespace ControllerAppletFunction { |
| 75 | bool tryReconnectGamePad(al::GamePadSystem*); |
| 76 | bool connectControllerSinglePlay(al::GamePadSystem*); |
| 77 | bool connectControllerSeparatePlay(al::GamePadSystem*); |
| 78 | } // namespace ControllerAppletFunction |
| 79 |