Files
dusklight/src/f/f_pc/f_pc_manager.cpp
T
lepelog ce8319486b Fix symbol names (#118)
* checkpoint

* checkpoint

* rename f_pc

* checkpoint

* small symbol rename and fix some fpc symbols

* remove unneeded entries from ldscript

* simplify ok check, update docker container

Co-authored-by: Pheenoh <pheenoh@gmail.com>
2021-03-15 02:12:44 -04:00

137 lines
4.3 KiB
C++

#include "f/f_pc/f_pc_manager.h"
#include "SComponent/c_API_graphic.h"
#include "SComponent/c_lib.h"
#include "SComponent/c_tag.h"
#include "Z2AudioLib/Z2SoundMgr/Z2SoundMgr.h"
#include "d/d_com/d_com_inf_game/d_com_inf_game.h"
#include "d/d_lib/d_lib.h"
#include "f/f_pc/f_pc_base.h"
#include "f/f_pc/f_pc_create_iter.h"
#include "f/f_pc/f_pc_creator.h"
#include "f/f_pc/f_pc_delete_tag.h"
#include "f/f_pc/f_pc_deletor.h"
#include "f/f_pc/f_pc_draw.h"
#include "f/f_pc/f_pc_executor.h"
#include "f/f_pc/f_pc_fstcreate_req.h"
#include "f/f_pc/f_pc_layer_iter.h"
#include "f/f_pc/f_pc_layer_tag.h"
#include "f/f_pc/f_pc_line.h"
#include "f/f_pc/f_pc_line_iter.h"
#include "f/f_pc/f_pc_line_tag.h"
#include "f/f_pc/f_pc_method.h"
#include "f/f_pc/f_pc_node_req.h"
#include "f/f_pc/f_pc_pause.h"
#include "f/f_pc/f_pc_priority.h"
#include "f/f_pc/f_pc_profile.h"
#include "global.h"
#include "m_Do/m_Do_controller_pad/m_Do_controller_pad.h"
extern "C" {
bool execute__14dDvdErrorMsg_cFv(void);
bool execute__19dShutdownErrorMsg_cFv(void);
void peekData__13dDlst_peekZ_cFv(dDlst_peekZ_c*);
}
extern u8 lbl_80450D38;
extern s8 lbl_80450D39;
extern u8 lbl_80450EC4;
extern layer_class lbl_803F4DB0; // f_pc_manager::rootlayer$3716
extern node_list_class lbl_803F4DDC; // f_pc_manager::queue$3717'extern u8 lbl_80450B60;
extern JUTGamePad* m_gamePad[4];
extern Z2SoundMgr* lbl_80450B60; // Z2SoundMgr sInstance
void fpcM_Draw(void* pProc) {
fpcDw_Execute((base_process_class*)pProc);
}
s32 fpcM_DrawIterater(fpcM_DrawIteraterFunc pFunc) {
return fpcLyIt_OnlyHere(fpcLy_RootLayer(), (cNdIt_MethodFunc)pFunc, NULL);
}
void fpcM_Execute(void* pProc) {
fpcEx_Execute((base_process_class*)pProc);
}
s32 fpcM_Delete(void* pProc) {
return fpcDt_Delete((base_process_class*)pProc);
}
BOOL fpcM_IsCreating(u32 pID) {
return fpcCt_IsCreatingByID(pID);
}
void fpcM_Management(fpcM_ManagementFunc pFunc1, fpcM_ManagementFunc pFunc2) {
MtxInit();
peekData__13dDlst_peekZ_cFv(&g_dComIfG_gameInfo.getdlstPeekZ());
if (!execute__19dShutdownErrorMsg_cFv()) {
if (lbl_80450D39 == 0) {
lbl_80450D38 = 0;
lbl_80450D39 = 1;
}
if (!execute__14dDvdErrorMsg_cFv()) {
if (lbl_80450D38 != 0) {
dLib_time_c::startTime();
pauseAllGameSound__10Z2SoundMgrFb(lbl_80450B60, false);
lbl_80450D38 = 0;
}
cAPIGph_Painter();
if ((lbl_80450EC4 & 1) == 0) {
fpcDt_Handler();
} else {
lbl_80450EC4 &= ~1;
}
fpcPi_Handler();
fpcCt_Handler();
if (pFunc1) {
pFunc1();
}
fpcEx_Handler((cNdIt_MethodFunc)fpcM_Execute);
fpcDw_Handler((cNdIt_MethodFuncFunc)fpcM_DrawIterater, (cNdIt_MethodFunc)fpcM_Draw);
if (pFunc2) {
pFunc2();
}
g_dComIfG_gameInfo.getPlay().drawSimpleModel();
} else if (lbl_80450D38 == 0) {
dLib_time_c::stopTime();
pauseAllGameSound__10Z2SoundMgrFb(lbl_80450B60, true);
m_gamePad[0]->stopPatternedRumble();
lbl_80450D38 = 1;
}
}
}
void fpcM_Init(void) {
fpcLy_Create(&lbl_803F4DB0, NULL, &lbl_803F4DDC, 10);
fpcLn_Create();
}
base_process_class* fpcM_FastCreate(s16 pProcTypeID, FastCreateReqFunc param_2, void* param_3,
void* pData) {
return fpcFCtRq_Request(fpcLy_CurrentLayer(), pProcTypeID, (fstCreateFunc)param_2, param_3,
pData);
}
s32 fpcM_IsPause(void* pProc, u8 param_2) {
return fpcPause_IsEnable((base_process_class*)pProc, param_2 & 0xFF);
}
void fpcM_PauseEnable(void* pProc, u8 param_2) {
fpcPause_Enable((process_node_class*)pProc, param_2 & 0xFF);
}
void fpcM_PauseDisable(void* pProc, u8 param_2) {
fpcPause_Disable((process_node_class*)pProc, param_2 & 0xFF);
}
void* fpcM_JudgeInLayer(u32 pLayerID, fpcCtIt_JudgeFunc pFunc, void* pUserData) {
layer_class* layer = fpcLy_Layer(pLayerID);
if (layer != NULL) {
void* ret = fpcCtIt_JudgeInLayer(pLayerID, pFunc, pUserData);
if (ret == NULL) {
ret = fpcLyIt_Judge(layer, pFunc, pUserData);
}
return ret;
} else {
return NULL;
}
}