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ksys/evt: Implement ActorBindings
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@@ -1 +1,52 @@
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#include "KingSystem/Event/evtActorBindings.h"
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#include <evfl/ResActor.h>
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#include "KingSystem/Event/evtActorBinding.h"
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namespace ksys::evt {
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void ActorBindings::allocBindings(sead::Heap* heap) {
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if (mNumActorsToAlloc != 0)
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mBindings.allocBuffer(mNumActorsToAlloc, heap);
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}
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void ActorBindings::allocBindingsActions(sead::Heap* heap) {
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for (int i = 0; i < mBindings.size(); ++i)
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mBindings[i]->allocActions(heap);
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}
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void ActorBindings::allocBindingsQueries(sead::Heap* heap) {
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for (int i = 0; i < mBindings.size(); ++i)
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mBindings[i]->allocQueries(heap);
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}
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ActorBindings::~ActorBindings() {
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for (int i = 0; i < mBindings.size(); ++i) {
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mBindings[i]->finalize();
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delete mBindings[i];
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}
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mBindings.freeBuffer();
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}
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ActorBinding* ActorBindings::bindActor(const evfl::ResActor* res_actor, sead::Heap* heap) {
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if (mBindings.isBufferReady()) {
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for (int i = 0; i < mBindings.size(); ++i) {
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const char* name = res_actor->name.Get()->data();
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const char* sub_name = res_actor->secondary_name.Get()->data();
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if (sead::SafeString(mBindings[i]->getRes()->name.Get()->data()) != name)
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continue;
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if (sead::SafeString(mBindings[i]->getRes()->secondary_name.Get()->data()) != sub_name)
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continue;
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return mBindings[i];
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}
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auto* binding = new (heap) ActorBinding(res_actor, this);
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mBindings.pushBack(binding);
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return binding;
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}
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++mNumActorsToAlloc;
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return nullptr;
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}
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} // namespace ksys::evt
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