#pragma once #include "Game/GameModeManager.hpp" #include "System/SysNew.hpp" #include "global.h" #include "nitro/math.h" #include "types.h" extern "C" void func_0201e8d4(void *param1, void *param2); class UnkSubStruct1 : public SysObject { public: /* 00 (vtable) */ /* 04 */ u16 mUnk_04; /* 06 */ u16 mUnk_06; /* 08 */ u16 mUnk_08; /* 0A */ bool mUnk_0A; /* 0B */ bool mUnk_0B; /* 0C */ bool mUnk_0C; /* 0D */ bool mUnk_0D; /* 0E */ unk8 mUnk_0E; /* 0F */ unk8 mUnk_0F; /* 10 */ unk32 mUnk_10; // brightness (in this context: of the background) /* 14 */ unk32 mUnk_14; /* 18 */ unk32 mUnk_18; /* 1C */ unk32 mUnk_1C; /* 20 */ unk32 mUnk_20; /* 24 */ unk32 mUnk_24; /* 28 */ unk32 mUnk_28; /* 2C */ unk32 mUnk_2C; /* 30 */ UnkSubStruct1(); void func_0201ea68(unk32 param1, unk32 param2, unk32 param3, unk32 param4); u16 func_0201eaa0(); // data_02044330 vtable /* 00 */ virtual void vfunc_00(); /* 04 */ virtual void vfunc_04(); /* 08 */ virtual void vfunc_08(); /* 0C */ bool UnkCheck1() { bool value = true; if (mUnk_0A == false && mUnk_0B == false) { value = false; } return value; } void UnkOperations(Vec2s *pPos, bool doSetPos) { int iVar1; if (this->mUnk_08 != 0) { iVar1 = this->mUnk_08 - this->mUnk_0D; this->mUnk_08 = CLAMP(iVar1, 0, 0xFFFF); } else { if (this->mUnk_0A) { if (this->mUnk_04 < this->mUnk_06) { iVar1 = this->mUnk_04 + this->mUnk_0D; if (iVar1 > this->mUnk_06) { iVar1 = this->mUnk_06; } else if (iVar1 < 0) { iVar1 = 0; } this->mUnk_04 = iVar1; this->vfunc_00(); if (this->mUnk_04 >= this->mUnk_06) { this->mUnk_10 = this->mUnk_20; this->mUnk_14 = this->mUnk_24; this->mUnk_0A = false; this->mUnk_0C = true; } } } else { if (this->mUnk_0B && this->mUnk_04 != 0) { iVar1 = this->mUnk_04 - this->mUnk_0D; if (iVar1 > this->mUnk_06) { iVar1 = this->mUnk_06; } else if (iVar1 < 0) { iVar1 = 0; } this->mUnk_04 = iVar1; this->vfunc_04(); if (this->mUnk_04 == 0) { this->mUnk_10 = this->mUnk_18; this->mUnk_14 = this->mUnk_1C; this->mUnk_0B = false; this->mUnk_0C = true; } } } } if (doSetPos) { Vec2us local_4c; func_0201e8d4(&local_4c, this); u16 x = local_4c.x; u16 y = local_4c.y; // necessary to flip r1 and r2 pPos->x = 0; pPos->y = 0; pPos->x = x; pPos->y = y; } } void UnkOperations2(Vec2s *pPos, bool doSetPos) { int iVar1; if (this->mUnk_08 != 0) { iVar1 = this->mUnk_08 - this->mUnk_0D; this->mUnk_08 = CLAMP2(iVar1, 0, 0xFFFF); } else { if (this->mUnk_0A) { if (this->mUnk_04 < this->mUnk_06) { iVar1 = this->mUnk_04 + this->mUnk_0D; if (iVar1 > this->mUnk_06) { iVar1 = this->mUnk_06; } else if (iVar1 < 0) { iVar1 = 0; } this->mUnk_04 = iVar1; this->vfunc_00(); if (this->mUnk_04 >= this->mUnk_06) { this->mUnk_10 = this->mUnk_20; this->mUnk_14 = this->mUnk_24; this->mUnk_0A = false; this->mUnk_0C = true; } } } else { if (this->mUnk_0B && this->mUnk_04 != 0) { iVar1 = this->mUnk_04 - this->mUnk_0D; if (iVar1 > this->mUnk_06) { iVar1 = this->mUnk_06; } else if (iVar1 < 0) { iVar1 = 0; } this->mUnk_04 = iVar1; this->vfunc_04(); if (this->mUnk_04 == 0) { this->mUnk_10 = this->mUnk_18; this->mUnk_14 = this->mUnk_1C; this->mUnk_0B = false; this->mUnk_0C = true; } } } } if (doSetPos) { Vec2us local_4c; func_0201e8d4(&local_4c, this); u16 x = local_4c.x; u16 y = local_4c.y; // necessary to flip r1 and r2 pPos->x = 0; pPos->y = 0; pPos->x = x; pPos->y = y; } } void UnkOperations3() { int test; int iVar1; if (this->mUnk_08 != 0) { iVar1 = this->mUnk_08 - this->mUnk_0D; this->mUnk_08 = CLAMP(iVar1, 0, 0xFFFF); } else { if (this->mUnk_0A) { if (this->mUnk_04 < this->mUnk_06) { iVar1 = this->mUnk_04 + this->mUnk_0D; if (iVar1 > this->mUnk_06) { iVar1 = this->mUnk_06; } else if (iVar1 < 0) { iVar1 = 0; } this->mUnk_04 = iVar1; this->vfunc_00(); if (this->mUnk_04 >= this->mUnk_06) { this->mUnk_10 = this->mUnk_18; this->mUnk_0A = false; this->mUnk_0C = true; } } } else { if (this->mUnk_0B && this->mUnk_04 != 0) { int iVar1 = this->mUnk_04 - this->mUnk_0D; if (iVar1 > this->mUnk_06) { iVar1 = this->mUnk_06; } else if (iVar1 < 0) { iVar1 = 0; } this->mUnk_04 = iVar1; this->vfunc_04(); if (this->mUnk_04 == 0) { this->mUnk_10 = this->mUnk_14; this->mUnk_0B = false; this->mUnk_0C = true; } } } } } }; struct UnkStruct_ov019_020d24c8_28_258_00 { /* 00 */ void *mUnk_00; /* 04 */ unk32 mUnk_04; UnkStruct_ov019_020d24c8_28_258_00() {} UnkStruct_ov019_020d24c8_28_258_00(void *param1, unk32 param2) : mUnk_00(param1), mUnk_04(param2) {} void func_ov000_0205fc20(unk32 param1, unk32 param2, void *param3, void *param4); }; class UnkStruct_ov019_020d24c8_28_258 : public UnkStruct_ov019_020d24c8_28_258_00 { public: /* 08 */ unk16 mUnk_08; /* 0A */ union { //! TODO: figure out Vec2s mPos; Vec2us mPosU; }; /* 0E */ unk16 mUnk_0E; /* 10 */ unk16 mUnk_10; /* 12 */ unk16 mUnk_12; /* 14 */ unk16 mUnk_14; /* 16 */ unk16 mUnk_16; /* 18 */ UnkStruct_ov019_020d24c8_28_258() { this->mUnk_00 = NULL; this->mUnk_04 = 0; this->mPos.x = 0; this->mPos.y = 0; }; UnkStruct_ov019_020d24c8_28_258(unk32 param1, unk32 param2) : UnkStruct_ov019_020d24c8_28_258_00(NULL, 0) { this->UnknownAction(param1, param2); } void UnknownAction(unk32 param1, unk32 param2) { this->func_ov000_0205fc20(param1, param2, &this->mPos, &this->mUnk_0E); this->mUnk_12 = param1; this->mUnk_14 = param2; } }; #define BTN_ID_NONE -1 #define BTN_ID_ITEM 0x03 #define BTN_ID_RETURN 0x05 #define BTN_ID_TRAIN_ROUTE_GO 0x0E #define BTN_ID_TRAIN_ROUTE_CANCEL 0x0F #define BTN_ID_TRAIN_ROUTE_QUIT 0x10 #define BTN_ID_TRAIN_LEVER 0x11 #define BTN_ID_TRAIN_ROPE 0x15 #define BTN_ID_MAP_MEMO 0x1A #define BTN_ID_MAP_ERASE 0x1B #define BTN_ID_PAUSE_CONTINUE 0x28 #define BTN_ID_PAUSE_SAVE_AND_QUIT 0x29 #define BTN_ID_MENU_OPEN 0x2D #define BTN_ID_MENU_ROUTE 0x2E #define BTN_ID_MENU_CLOSE_BOTTOM 0x2F #define BTN_ID_MENU_WHIRLWIND 0x30 #define BTN_ID_MENU_BOOMERANG 0x31 #define BTN_ID_MENU_WHIP 0x32 #define BTN_ID_MENU_BOW 0x33 #define BTN_ID_MENU_BOMBS 0x34 #define BTN_ID_MENU_SAND_ROD 0x35 #define BTN_ID_MENU_POTION_SLOT_1 0x36 #define BTN_ID_MENU_POTION_SLOT_2 0x37 #define BTN_ID_MENU_SAVE 0x38 #define BTN_ID_MENU_MAP 0x39 #define BTN_ID_MENU_COLLECTION 0x3A #define BTN_ID_MENU_RAIL_MAP 0x3B #define BTN_ID_MENU_PAN_FLUTE 0x3C #define BTN_ID_MENU_CLOSE_TOP 0x3D #define BTN_ID_FILE_SELECT_FILE_1 0x40 #define BTN_ID_FILE_SELECT_FILE_2 0x41 #define BTN_ID_FILE_SELECT_42 0x42 // unused file 3 probably #define BTN_ID_FILE_SELECT_START 0x43 #define BTN_ID_FILE_SELECT_COPY 0x44 #define BTN_ID_FILE_SELECT_ERASE 0x45 #define BTN_ID_FILE_SELECT_ADVENTURE 0x46 #define BTN_ID_FILE_SELECT_BATTLE 0x47 #define BTN_ID_FILE_SELECT_CONTACT_MODE 0x48 #define BTN_ID_FILE_SELECT_OPTIONS 0x49 #define BTN_ID_FILE_SELECT_CONFIRM 0x4A #define BTN_ID_FILE_SELECT_MIC_TEST 0x4B #define BTN_ID_FILE_SELECT_MESG_SPEED_LEFT_ARROW 0x4C #define BTN_ID_FILE_SELECT_MESG_SPEED_RIGHT_ARROW 0x4D #define BTN_ID_FILE_SELECT_SOUND_SETTINGS_LEFT_ARROW 0x4E #define BTN_ID_FILE_SELECT_SOUND_SETTINGS_RIGHT_ARROW 0x4F #define BTN_ID_FILE_SELECT_HANDEDNESS_LEFT_ARROW 0x50 #define BTN_ID_FILE_SELECT_HANDEDNESS_RIGHT_ARROW 0x51 #define BTN_ID_FILE_SELECT_NEW_FILE_CONFIRM 0x57 #define BTN_ID_FILE_SELECT_NEW_FILE_RETURN 0x58 #define BTN_ID_RAIL_MAP_FOREST_MAYSCORE 0x5D #define BTN_ID_RAIL_MAP_FOREST_OUTSET_VILLAGE 0x5E #define BTN_ID_RAIL_MAP_SNOW_ANOUKI_VILLAGE 0x5F #define BTN_ID_RAIL_MAP_OCEAN_PAPUZIA_VILLAGE 0x60 #define BTN_ID_RAIL_MAP_FIRE_GORON_VILLAGE 0x61 #define BTN_ID_RAIL_MAP_TOWER_OF_SPIRITS 0x62 #define BTN_ID_RAIL_MAP_WOODED_TEMPLE 0x63 #define BTN_ID_RAIL_MAP_SNOW_BLIZZARD_TEMPLE 0x64 #define BTN_ID_RAIL_MAP_MARINE_TEMPLE 0x65 #define BTN_ID_RAIL_MAP_MOUNTAIN_TEMPLE 0x66 #define BTN_ID_RAIL_MAP_DESERT_TEMPLE 0x67 #define BTN_ID_RAIL_MAP_FOREST_WOODLAND_SANCTUARY 0x68 #define BTN_ID_RAIL_MAP_SNOW_SNOWFALL_SANCTUARY 0x69 #define BTN_ID_RAIL_MAP_OCEAN_ISLAND_SANCTUARY 0x6A #define BTN_ID_RAIL_MAP_OCEAN_DUNE_SANCTUARY 0x6B #define BTN_ID_RAIL_MAP_FOREST_HYRULE_CASTLE 0x6C #define BTN_ID_RAIL_MAP_SNOW_BRIDGE_WORKERS_HOUSE 0x6D #define BTN_ID_RAIL_MAP_SNOW_ICY_SPRING 0x6E #define BTN_ID_RAIL_MAP_FOREST_TRADING_POST 0x6F #define BTN_ID_RAIL_MAP_FOREST_RABBIT_HAVEN 0x70 #define BTN_ID_RAIL_MAP_OCEAN_PIRATE_HIDEOUT 0x71 #define BTN_ID_RAIL_MAP_FIRE_GORON_TARGET_RANGE 0x72 #define BTN_ID_RAIL_MAP_FIRE_DARK_ORE_MINE 0x73 #define BTN_ID_RAIL_MAP_SNOW_SNOWDRIFT_STATION 0x74 #define BTN_ID_RAIL_MAP_FIRE_DISORIENTATION_STATION 0x75 #define BTN_ID_RAIL_MAP_FIRE_ENDS_OF_THE_EARTH_STATION 0x76 #define BTN_ID_RAIL_MAP_OCEAN_LOST_AT_SEA_STATION 0x77 #define BTN_ID_RAIL_MAP_SNOW_SLIPPERY_STATION 0x78 #define BTN_ID_SHOP_QUIT 0x81 // quit shop #define BTN_ID_SHOP_RETURN 0x82 // quit item preview #define BTN_ID_SHOP_BUY 0x83 #define BTN_ID_SHOP_ITEM_1 0x84 #define BTN_ID_SHOP_ITEM_2 0x85 #define BTN_ID_SHOP_ITEM_3 0x86 #define BTN_ID_SHOP_ITEM_4 0x87 #define BTN_ID_SHOP_ITEM_5 0x88 #define BTN_ID_COLLECTION_TO_TRAIN_PARTS 0x99 #define BTN_ID_COLLECTION_TO_TREASURES 0x9A #define BTN_ID_COLLECTION_TO_LETTERS 0x9B #define BTN_ID_COLLECTION_TO_STAMPS 0x9C #define BTN_ID_COLLECTION_FLIP_SCREENS 0x9D #define BTN_ID_COLLECTION_SWORD 0x9E #define BTN_ID_COLLECTION_SHIELD 0x9F #define BTN_ID_COLLECTION_BOMB_BAG 0xA0 #define BTN_ID_COLLECTION_QUIVER 0xA1 #define BTN_ID_COLLECTION_CLOTHES 0xA2 #define BTN_ID_COLLECTION_BOW_OF_LIGHT 0xA3 #define BTN_ID_COLLECTION_A4 0xA4 // most likely the other scroll #define BTN_ID_COLLECTION_GREAT_SPIN_ATTACK 0xA5 #define BTN_ID_COLLECTION_ENGINEER_CERTIFICATE 0xA6 #define BTN_ID_COLLECTION_BEEDLE_CARD 0xA7 #define BTN_ID_COLLECTION_RABBIT_NET 0xAA #define BTN_ID_COLLECTION_COMPASS_OF_LIGHT 0xAB #define BTN_ID_COLLECTION_PRIZE_POSTCARDS 0xAC #define BTN_ID_COLLECTION_PAN_FLUTE 0xAD #define BTN_ID_COLLECTION_FOREST_SOURCE 0xAE #define BTN_ID_COLLECTION_SNOW_SOURCE 0xAF #define BTN_ID_COLLECTION_OCEAN_SOURCE 0xB0 #define BTN_ID_COLLECTION_FIRE_SOURCE 0xB1 #define BTN_ID_COLLECTION_SAND_SOURCE 0xB2 #define BTN_ID_COLLECTION_SONG_OF_AWAKENING 0xB3 #define BTN_ID_COLLECTION_SONG_OF_HEALING 0xB4 #define BTN_ID_COLLECTION_SONG_OF_BIRDS 0xB5 #define BTN_ID_COLLECTION_SONG_OF_LIGHT 0xB6 #define BTN_ID_COLLECTION_SONG_OF_DISCOVERY 0xB7 #define BTN_ID_COLLECTION_RETURN 0xB8 #define BTN_ID_TRAIN_PARTS_TRAIN 0x99 #define BTN_ID_TRAIN_PARTS_CANNON 0x9A #define BTN_ID_TRAIN_PARTS_CAR 0x9B #define BTN_ID_TRAIN_PARTS_WAGON 0x9C #define BTN_ID_TRAIN_PARTS_CHOICE_1 0x9D #define BTN_ID_TRAIN_PARTS_CHOICE_2 0x9E #define BTN_ID_TRAIN_PARTS_CHOICE_3 0x9F #define BTN_ID_TRAIN_PARTS_RETURN 0xB8 #define BTN_ID_TREASURES_DEMON_FOSSIL 0x9D #define BTN_ID_TREASURES_STALFOS_SKULL 0x9E #define BTN_ID_TREASURES_STAR_FRAGMENT 0x9F #define BTN_ID_TREASURES_BEE_LARVAE 0xA0 #define BTN_ID_TREASURES_WOOD_HEART 0xA1 #define BTN_ID_TREASURES_DARK_PEARL_LOOP 0xA2 #define BTN_ID_TREASURES_WHITE_PEARL_LOOP 0xA3 #define BTN_ID_TREASURES_RUTO_CROWN 0xA4 #define BTN_ID_TREASURES_DRAGON_SCALE 0xA5 #define BTN_ID_TREASURES_PIRATE_NECKLACE 0xA6 #define BTN_ID_TREASURES_PALACE_DISH 0xA7 #define BTN_ID_TREASURES_GORON_AMBER 0xA8 #define BTN_ID_TREASURES_MYSTIC_JADE 0xA9 #define BTN_ID_TREASURES_ANCIENT_COIN 0xAA #define BTN_ID_TREASURES_PRICELESS_STONE 0xAB #define BTN_ID_TREASURES_REGAL_RING 0xAC #define BTN_ID_TREASURES_RETURN 0xB8 #define BTN_ID_STAMPS_PAGE_LEFT 0x99 #define BTN_ID_STAMPS_PAGE_RIGHT 0x9A #define BTN_ID_STAMPS_RETURN 0xB8 #define BTN_ID_LETTERS_CHOICE_1 0x99 #define BTN_ID_LETTERS_CHOICE_2 0x9A #define BTN_ID_LETTERS_CHOICE_3 0x9B #define BTN_ID_LETTERS_CHOICE_4 0x9C #define BTN_ID_LETTERS_ARROW_RIGHT 0x9E #define BTN_ID_LETTERS_ARROW_LEFT 0x9F #define BTN_ID_LETTERS_MAP 0xA0 #define BTN_ID_LETTERS_RAIL_MAP 0xA1 #define BTN_ID_LETTERS_RETURN 0xB8 #define BTN_ID_CONTACT_MODE_EXCHANGE 0x99 #define BTN_ID_CONTACT_MODE_DEMON_FOSSIL 0x9B #define BTN_ID_CONTACT_MODE_STALFOS_SKULL 0x9C #define BTN_ID_CONTACT_MODE_STAR_FRAGMENT 0x9D #define BTN_ID_CONTACT_MODE_BEE_LARVAE 0x9E #define BTN_ID_CONTACT_MODE_WOOD_HEART 0x9F #define BTN_ID_CONTACT_MODE_DARK_PEARL_LOOP 0xA0 #define BTN_ID_CONTACT_MODE_WHITE_PEARL_LOOP 0xA1 #define BTN_ID_CONTACT_MODE_RUTO_CROWN 0xA2 #define BTN_ID_CONTACT_MODE_DRAGON_SCALE 0xA3 #define BTN_ID_CONTACT_MODE_PIRATE_NECKLACE 0xA4 #define BTN_ID_CONTACT_MODE_PALACE_DISH 0xA5 #define BTN_ID_CONTACT_MODE_GORON_AMBER 0xA6 #define BTN_ID_CONTACT_MODE_MYSTIC_JADE 0xA7 #define BTN_ID_CONTACT_MODE_ANCIENT_COIN 0xA8 #define BTN_ID_CONTACT_MODE_PRICELESS_STONE 0xA9 #define BTN_ID_CONTACT_MODE_REGAL_RING 0xAA #define BTN_ID_CONTACT_MODE_RETURN 0xB8 #define BTN_ID_BATTLE_MENU_RETURN 0xB9 #define BTN_ID_BATTLE_MENU_CREATE_GROUP 0xBA #define BTN_ID_BATTLE_MENU_JOIN_GROUP 0xBB #define BTN_ID_BATTLE_MENU_PLAYER_LIST 0xBD class UnkSystem2_UnkSubSystem1_Base { public: /* 04 */ GameModeLinkList mUnk_04; /* 0C */ void *mUnk_0C; /* 10 */ unk32 mButtonID; /* 14 */ Vec2s mPos; // image position (among other things) /* 18 */ STRUCT_PAD(0x18, 0x24); /* 24 */ Vec2us mPosOffset; // used to shift the button when selected /* 28 */ bool mUnk_28; // selected highlight effect when set to true /* 29 */ bool mUnk_29; // related to having the button selected /* 2A */ bool mUnk_2A; // disables button action /* 2A */ bool mUnk_2B; /* 2C */ bool mUnk_2C; /* 2D */ unk8 mUnk_2D; /* 2E */ unk8 mUnk_2E; /* 2F */ unk8 mUnk_2F; UnkSystem2_UnkSubSystem1_Base(); // data_ov000_020b1ecc vtable /* 00 */ virtual ~UnkSystem2_UnkSubSystem1_Base(); /* 08 */ virtual void vfunc_08(); /* 0C */ virtual void vfunc_0C(); }; // this class is related to the selectable buttons (actually more related to texture with things on top) class UnkSystem2_UnkSubSystem1_Derived1 : public UnkSystem2_UnkSubSystem1_Base { public: /* 00 (vtable) */ /* 30 */ UnkStruct_ov019_020d24c8_28_258 mUnk_30; // idle /* 48 */ UnkStruct_ov019_020d24c8_28_258 mUnk_48; // selected /* 60 */ UnkSystem2_UnkSubSystem1_Derived1(); UnkSystem2_UnkSubSystem1_Derived1(unk32 buttonID, unk32 param2, unk32 param3, unk32 param4, unk32 param5, unk32 param6); void func_ov000_020633c0(unk32 param1, unk32 param2, unk32 param3, unk32 param4, unk32 param5, unk32 param6); // data_ov000_020b1efc vtable /* 00 */ virtual ~UnkSystem2_UnkSubSystem1_Derived1() override {} /* 08 */ virtual void vfunc_08() override; /* 0C */ virtual void vfunc_0C() override; }; class UnkSystem2_UnkSubSystem7 { public: /* 00 */ unk32 mUnk_00; ~UnkSystem2_UnkSubSystem7(); }; //! TODO: conflicts with UnkSystem2_UnkSubSystem1_Derived1? mUnk_34 type differs for some reasons class UnkSystem2_UnkSubSystem1_Derived2 : public UnkSystem2_UnkSubSystem1_Base { public: /* 00 (vtable) */ /* 30 */ void *mUnk_30; // related to the background texture draw (idle) /* 34 */ UnkSystem2_UnkSubSystem7 mUnk_34; // related to the texture draw /* 38 */ unk16 mUnk_38; // related to the texture draw /* 3C */ Vec2us mUnk_3A; // overlaid elements position (text, icons etc...), relative to background position /* 40 */ unk16 mUnk_3E; /* 40 */ unk32 mUnk_40; /* 44 */ unk32 mUnk_44; /* 48 */ void *mUnk_48; // related to the background texture draw (selected) /* 4C */ unk32 mUnk_4C; /* 50 */ unk16 mUnk_50; // related to the texture draw /* 50 */ unk16 mUnk_52; /* 54 */ unk32 mUnk_54; /* 58 */ unk32 mUnk_58; /* 5C */ unk32 mUnk_5C; /* 60 */ UnkSystem2_UnkSubSystem1_Derived2(unk32 param1, unk32 param2, unk32 param3, unk32 param4, unk32 param5, unk32 param6); void func_ov000_020633c0(unk32 param1, unk32 param2, unk32 param3, unk32 param4, unk32 param5, unk32 param6); // data_ov000_020b1efc vtable /* 00 */ virtual ~UnkSystem2_UnkSubSystem1_Derived2() override {} /* 08 */ virtual void vfunc_08() override; /* 0C */ virtual void vfunc_0C() override; }; class UnkSystem2_UnkSubSystem5_Base_10 { public: /* 000 (vtable) */ /* 014 */ void *mUnk_014; /* 018 */ unk32 mUnk_018; /* 01C */ void *mUnk_01C; /* 020 */ unk32 mUnk_020; /* 024 */ unk32 mUnk_024; /* 028 */ unk8 mUnk_028; /* 029 */ unk8 mUnk_029; /* 02A */ unk8 mUnk_02A; /* 02B */ unk8 mUnk_02B; /* 02C */ unk32 mUnk_02C; /* 030 */ unk32 mUnk_030; /* 034 */ unk32 mUnk_034; /* 038 */ unk32 mUnk_038; /* 03C */ unk32 mUnk_03C; /* 040 */ unk32 mUnk_040; /* 044 */ unk32 mUnk_044; /* 048 */ unk32 mUnk_048; /* 04C */ unk32 mUnk_04C; /* 050 */ STRUCT_PAD(0x50, 0x130); // data_ov000_020b20fc (vtable) /* 00 */ virtual ~UnkSystem2_UnkSubSystem5_Base_10(); /* 08 */ virtual void vfunc_08(); /* 0C */ virtual void vfunc_0C(); /* 10 */ virtual void vfunc_10(); /* 14 */ virtual void vfunc_14(); /* 18 */ virtual void vfunc_18(); /* 1C */ virtual void vfunc_1C(); /* 20 */ virtual void vfunc_20(); /* 24 */ virtual void vfunc_24(); /* 28 */ virtual void vfunc_28(); /* 2C */ virtual void vfunc_2C(); /* 30 */ virtual void vfunc_30(); /* 34 */ virtual void vfunc_34(); /* 38 */ virtual void vfunc_38(); /* 3C */ virtual void vfunc_3C(); /* 40 */ virtual void vfunc_40(); /* 44 */ virtual void vfunc_44(); /* 48 */ virtual void vfunc_48(); /* 4C */ }; class UnkSystem2_UnkSubSystem5_Base { public: /* 000 (vtable) */ /* 004 */ wchar_t *mpString; // in this context it points to the player's name /* 008 */ unk16 mUnk_008; /* 00A */ unk16 mUnk_00A; /* 00C */ void *mUnk_00C; /* 010 */ UnkSystem2_UnkSubSystem5_Base_10 mUnk_010; ~UnkSystem2_UnkSubSystem5_Base(); /* 00 */ virtual void vfunc_00(); /* 04 */ }; class UnkSystem2_UnkSubSystem11 { public: /* 00 (vtable) */ /* 04 */ void *mUnk_04; /* 08 */ unk32 mUnk_08; /* 0C */ unk32 mUnk_0C; /* 10 */ unk32 mUnk_10; /* 14 */ unk32 mUnk_14; /* 18 */ void *mUnk_18; /* 1C */ void *mUnk_1C; /* 20 */ void func_ov000_02061f60(); ~UnkSystem2_UnkSubSystem11(); // data_ov000_020b1e9c vtable /* 00 */ virtual void vfunc_00(); /* 04 */ virtual void vfunc_04(); /* 08 */ virtual void vfunc_08(); /* 0C */ virtual void vfunc_0C(); }; // this class seems related to drawing strings? class UnkSystem2_UnkSubSystem5 : public UnkSystem2_UnkSubSystem5_Base { public: /* 000 (base) */ /* 130 */ STRUCT_PAD(0x130, 0x140); /* 140 */ unk16 mUnk_140; /* 142 */ unk16 mUnk_142; /* 144 */ unk16 mUnk_144; /* 146 */ unk16 mUnk_146; /* 148 */ unk32 mUnk_148; /* 14C */ unk8 mUnk_14C; // 0x544 /* 14D */ unk8 mUnk_14D; // 0x545 /* 14E */ unk8 mUnk_14E; // 0x546 /* 14F */ unk8 mUnk_14F; // 0x547 /* 150 */ UnkSystem2_UnkSubSystem11 mUnk_150; /* 170 */ void *mUnk_170; /* 144 */ STRUCT_PAD(0x174, 0x238); /* 238 */ UnkSystem2_UnkSubSystem5() {} UnkSystem2_UnkSubSystem5(unk32 param1, unk32 param2); ~UnkSystem2_UnkSubSystem5() {} void func_0201f498(); void func_0201f4b4(unk32 param1); void func_0201f500(void *param1); void func_0201f730(unk32 param1); void func_0201f9c4(); void func_0201fb78(wchar_t *param1); void func_0201fa70(unk32 param1); // data_0204439c vtable /* 00 */ virtual void vfunc_00() override; /* 04 */ }; class UnkSystem2_UnkSubSystem3 { public: /* 00 */ UnkSystem2_UnkSubSystem1_Base *mUnk_00; /* 04 */ UnkSystem2_UnkSubSystem5 mUnk_04; UnkSystem2_UnkSubSystem3(UnkSystem2_UnkSubSystem1_Base *param1, unk32 param2, unk32 param3, unk32 param4); void func_ov000_02062f30(); }; class UnkSystem2_UnkSubSystem8_Base { public: /* 00 (vtable) */ /* 04 */ UnkSystem2_UnkSubSystem1_Derived2 *mUnk_04; /* 08 */ bool mUnk_08; /* 09 */ unk8 mUnk_09; /* 0A */ unk8 mUnk_0A; /* 0B */ unk8 mUnk_0B; /* 0C */ UnkSystem2_UnkSubSystem8_Base(UnkSystem2_UnkSubSystem1_Derived2 *param1); // data_ov000_020b1fac vtable /* 00 */ virtual void vfunc_00() = 0; /* 04 */ virtual void vfunc_04() = 0; }; // seems to be related to the animations of the ui elements class UnkSystem2_UnkSubSystem9 : public UnkSubStruct1 { public: /* 00 (base) */ /* 30 */ unk32 mUnk_30; /* 34 */ unk32 mUnk_34; /* 38 */ unk32 mUnk_38; /* 3C */ unk32 mUnk_3C; /* 40 */ unk32 mUnk_40; /* 44 */ UnkSystem2_UnkSubSystem9(); // data_020442f4 vtable /* 00 */ virtual void vfunc_00() override; /* 04 */ virtual void vfunc_04() override; /* 08 */ virtual void vfunc_08() override; /* 0C */ //! TODO: conflict with UnkStruct_ov019_020d24c8_28_304 void func_0201e874(unk32 param1, void *param2, void *param3, unk32 param4); }; class UnkSystem2_UnkSubSystem8 : public UnkSystem2_UnkSubSystem8_Base { public: /* 00 (base) */ /* 0C */ UnkSystem2_UnkSubSystem9 mUnk_0C; /* 50 */ UnkSystem2_UnkSubSystem8() : UnkSystem2_UnkSubSystem8_Base(NULL) {} UnkSystem2_UnkSubSystem8(UnkSystem2_UnkSubSystem1_Derived2 *param1) : UnkSystem2_UnkSubSystem8_Base(param1) {} UnkSystem2_UnkSubSystem8(UnkSystem2_UnkSubSystem1_Derived1 *param1) : UnkSystem2_UnkSubSystem8_Base((UnkSystem2_UnkSubSystem1_Derived2 *) param1) {} void func_ov000_02064080(void *param1, void *param2, unk32 param3, u16 param4); void func_ov000_0206415c(void *param1, unk32 param2, unk32 param3, unk32 param4); void func_ov000_02063f64(); // data_ov000_020b1f8c vtable /* 00 */ virtual void vfunc_00() override; /* 04 */ virtual void vfunc_04() override; }; class UnkSystem3 { public: /* 00 */ unk32 mUnk_00; /* 04 */ unk32 mUnk_04; /* 08 */ unk32 mUnk_08; /* 0C */ UnkSystem3(const char *path, unk32 param2); ~UnkSystem3(); void func_02015410(const char *path, unk32 param2); void func_02015460(const char *param1, void *param2, unk32 param3); }; class UnkSystem4 { public: /* 00 */ unk32 mUnk_00; /* 04 */ unk32 mUnk_04; /* 08 */ unk32 mUnk_08; /* 0C */ unk32 mUnk_0C; /* 10 */ ~UnkSystem4(); }; class UnkStruct2 { public: /* 00 */ unk8 pad[0x10]; /* 10 */ UnkStruct2(const char *path, unk32 param2); ~UnkStruct2(); void func_020154ec(const char *param1); }; struct UnkResult { void *mUnk_00; void *mUnk_04; void *mUnk_08; UnkSystem4 mUnk_0C; UnkSystem4 mUnk_1C; UnkSystem4 mUnk_2C; UnkResult(); UnkResult(const char *path); UnkResult(const char *path, const char *param2, const char *param3); ~UnkResult() {} void func_02017520(const char *nscrPath, const char *ncgrPath, const char *nclrPath); }; // used to draw the swords from the adventure and battle buttons class UnkSubStruct19 { public: /* 00 */ void *mUnk_00; /* 04 */ void *mUnk_04; /* 08 */ unk32 mUnk_08; /* 0C */ unk32 mUnk_0C; // pause the animation timer (in this context: pause the shiny animation on the sword) /* 10 */ unk32 mUnk_10; // animation timer /* 14 */ unk32 mUnk_14; // animation speed (also affects above timer) /* 18 */ unk32 mUnk_18; /* 1C */ void *mUnk_1C; // pointer to animation bank ("ABNK") /* 20 */ unk32 mUnk_20; /* 24 */ unk32 mUnk_24; /* 28 */ u8 mUnk_28; // bool? /* 29 */ unk8 mUnk_29; /* 2A */ unk8 mUnk_2A; /* 2B */ unk8 mUnk_2B; /* 2C */ unk32 mUnk_2C; /* 30 */ void *mUnk_30; // pointer to somewhere inside "CEBK" /* 34 */ void *mUnk_34; /* 38 */ unk32 mUnk_38; /* 3C */ unk32 mUnk_3C; /* 40 */ unk32 mUnk_40; // related to the width of the texture (scaling matrix?) /* 44 */ unk32 mUnk_44; // related to the height of the texture /* 48 */ Vec2us mUnk_48; /* 4C */ unk32 mUnk_4C; /* 50 */ unk32 mUnk_50; /* 54 */ unk32 mUnk_54; /* 58 */ unk32 mUnk_58; // another timer? /* 5C */ Vec2us mUnk_5C; // position of the animated texture /* 60 */ unk32 mUnk_60; /* 64 */ unk32 mUnk_64; /* 68 */ unk32 mUnk_68; /* 6C */ unk16 mUnk_6C; /* 6E */ bool mUnk_6E; /* 6F */ unk8 mUnk_6F; /* 70 */ unk32 mUnk_70; /* 74 */ unk16 mUnk_74; /* 76 */ unk16 mUnk_76; /* 78 */ UnkSubStruct19(); UnkSubStruct19(unk32 param1, unk32 param2) { this->mUnk_6E = true; this->mUnk_70 = 0; this->mUnk_5C.x = 0; this->mUnk_5C.y = 0; this->mUnk_74 = 0; this->func_ov000_0206082c(param1, param2); } void func_ov000_0206082c(unk32 param1, unk32 param2); void func_ov000_02060950(); void func_ov000_020609b0(); void func_ov000_020609c4(void); void func_ov000_02060a98(); void func_ov000_02060ad0(); unk32 func_ov000_02060af8(void); void func_ov000_02060b50(); void func_ov000_02060b64(void); unk32 func_ov000_02060c28(void); void func_ov000_02060bd8(unk32 param1); }; struct UnkStruct_StackTitleScreen { /* 00 */ unk32 pad[5]; /* 14 */ UnkStruct_StackTitleScreen(const char *path, unk32 param1); ~UnkStruct_StackTitleScreen(); void func_ov000_02059270(unk32 param1, char *param2, unk32 param3); void func_ov000_02059288(unk32 param1, char *param2, unk32 param3); };