Files
dusklight/include/Z2AudioLib/Z2SceneMgr/Z2SceneMgr.h
T
LC 1ef592dd6e Z2AudioLib: Migrate declarations out of functions.h to respective files (#96)
Removes the strong dependency on a single header file and moves
declarations to their respective header file.

This allows for making dependencies explicit in cpp files and other
headers, and also makes it much easier to track where everything related
to a particular component is.

This change also creates a few header files that previously didn't
exist, making it much nicer for people implementing things, as they
won't need to create the header file, it'll just be there ready to go.

Ideally functions.h wouldn't even be a thing, as this header adds a lot
of preprocessing overhead due to its size, and will continue to grow
significantly larger over the lifespan of the project, which can also
impact the performance of editors that do dependency lookups and
context-aware syntax highlighting.
2021-01-25 12:57:46 -05:00

77 lines
1.7 KiB
C++

#ifndef Z2SCENEMGR_H_
#define Z2SCENEMGR_H_
#include "JSystem/JAudio2/JAISe/JAISe.h"
#include "Z2AudioLib/Z2SeqMgr/Z2SeqMgr.h"
#include "global.h"
struct JAISoundParamsMove {
void moveVolume(float param_1, u32 param_2);
float unk_1;
};
struct Z2SoundMgr {
void resetFilterAll();
u8 p1[0x3ec];
JAISoundParamsMove* JAISoundParamsMove;
};
class Z2SceneMgr {
public:
Z2SceneMgr(void);
void setInDarkness(bool param_1);
void setSceneExist(bool param_1);
void setFadeOutStart(u8 param_1);
void setFadeInStart(u8 param_1);
void setSceneName(char* stageName, long roomNum, long layerNum);
int checkFirstWaves(void);
void load1stDynamicWave(void);
private:
long BGM_ID;
int sceneNum;
int timer;
s8 roomNum;
u8 SeWave_1;
u8 SeWaveToErase_1;
u8 SeWave_2;
u8 SeWaveToErase_2;
u8 BgmWave_1;
u8 BgmWaveToErase_1;
u8 BgmWave_2;
u8 BgmWaveToErase_2;
u8 SeWave_3;
u8 SeWaveToErase_3;
u8 field_0x17;
u8 field_0x18;
u8 field_0x19;
u8 field_0x1a;
u8 field_0x1b;
bool inGame;
bool sceneExist;
bool inDarkness;
};
extern "C" {
void __ct__10Z2SceneMgrFv(void);
void setSceneExist__10Z2SceneMgrFb(void);
void Z2SceneMgr_NS_check1stDynamicWave(void);
void Z2SceneMgr_NS_checkFirstWaves(void);
void Z2SceneMgr_NS_eraseBgmWave(void);
void Z2SceneMgr_NS_eraseSeWave(void);
void Z2SceneMgr_NS_framework(void);
void Z2SceneMgr_NS_getWaveLoadStatus(void);
void Z2SceneMgr_NS__load1stWaveInner_1(void);
void Z2SceneMgr_NS__load1stWaveInner_2(void);
void Z2SceneMgr_NS_loadBgmWave(void);
void Z2SceneMgr_NS_loadSeWave(void);
void Z2SceneMgr_NS_loadStaticWaves(void);
void Z2SceneMgr_NS_sceneBgmStart(void);
void Z2SceneMgr_NS_sceneChange(void);
}
#endif // Z2SCENEMGR_H_