Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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Z2SceneMgr Class Reference

#include <Z2SceneMgr.h>

+ Inheritance diagram for Z2SceneMgr:
+ Collaboration diagram for Z2SceneMgr:

Public Member Functions

 Z2SceneMgr ()
 
void setInDarkness (bool)
 
void setSceneExist (bool)
 
void setFadeOutStart (u8)
 
void setFadeInStart (u8)
 
void setSceneName (char *, s32, s32)
 
void sceneChange (JAISoundID, u8, u8, u8, u8, u8, bool)
 
void framework ()
 
void load1stDynamicWave ()
 
void _load1stWaveInner_1 ()
 
void _load1stWaveInner_2 ()
 
bool check1stDynamicWave ()
 
void load2ndDynamicWave ()
 
void sceneBgmStart ()
 
void loadStaticWaves ()
 
BOOL checkFirstWaves ()
 
bool eraseSeWave (u32)
 
bool eraseBgmWave (u32)
 
s32 getWaveLoadStatus (u32, u32)
 
bool loadSeWave (u32)
 
bool loadBgmWave (u32)
 
bool isSceneExist () const
 
int getCurrentSceneNum () const
 
s8 getCurrentRoomNum ()
 
bool isInGame () const
 
void setInGame (bool i_inGame)
 
bool isInDarkness () const
 
s8 getRoomReverb () const
 
bool isMovieDemo ()
 
s32 getSeLoadStatus (u32 wave)
 
s32 getBgmLoadStatus (u32 wave)
 
- Public Member Functions inherited from JASGlobalInstance< Z2SceneMgr >
 JASGlobalInstance (Z2SceneMgr *inst)
 
 JASGlobalInstance (bool param_1)
 
 ~JASGlobalInstance ()
 

Private Attributes

JAISoundID BGM_ID
 
int sceneNum
 
int timer
 
s8 roomNum
 
u8 requestSeWave_1
 
u8 loadedSeWave_1
 
u8 requestSeWave_2
 
u8 loadedSeWave_2
 
u8 requestBgmWave_1
 
u8 loadedBgmWave_1
 
u8 requestBgmWave_2
 
u8 loadedBgmWave_2
 
u8 requestDemoWave
 
u8 loadedDemoWave
 
s8 load1stWait
 
u8 field_0x18
 
u8 field_0x19
 
bool field_0x1a
 
bool field_0x1b
 
bool inGame
 
bool sceneExist
 
bool inDarkness
 

Additional Inherited Members

- Static Public Member Functions inherited from JASGlobalInstance< Z2SceneMgr >
static Z2SceneMgrgetInstance ()
 
- Static Public Attributes inherited from JASGlobalInstance< Z2SceneMgr >
static Z2SceneMgrsInstance
 

Constructor & Destructor Documentation

◆ Z2SceneMgr()

Z2SceneMgr::Z2SceneMgr ( void  )

Member Function Documentation

◆ _load1stWaveInner_1()

void Z2SceneMgr::_load1stWaveInner_1 ( )

◆ _load1stWaveInner_2()

void Z2SceneMgr::_load1stWaveInner_2 ( )

◆ check1stDynamicWave()

bool Z2SceneMgr::check1stDynamicWave ( )

◆ checkFirstWaves()

BOOL Z2SceneMgr::checkFirstWaves ( )

◆ eraseBgmWave()

bool Z2SceneMgr::eraseBgmWave ( u32  wave)

◆ eraseSeWave()

bool Z2SceneMgr::eraseSeWave ( u32  wave)

◆ framework()

void Z2SceneMgr::framework ( )

◆ getBgmLoadStatus()

s32 Z2SceneMgr::getBgmLoadStatus ( u32  wave)
inline

◆ getCurrentRoomNum()

s8 Z2SceneMgr::getCurrentRoomNum ( )
inline

◆ getCurrentSceneNum()

int Z2SceneMgr::getCurrentSceneNum ( ) const
inline

◆ getRoomReverb()

s8 Z2SceneMgr::getRoomReverb ( ) const
inline

◆ getSeLoadStatus()

s32 Z2SceneMgr::getSeLoadStatus ( u32  wave)
inline

◆ getWaveLoadStatus()

s32 Z2SceneMgr::getWaveLoadStatus ( u32  wave,
u32  bank 
)

◆ isInDarkness()

bool Z2SceneMgr::isInDarkness ( ) const
inline

◆ isInGame()

bool Z2SceneMgr::isInGame ( ) const
inline

◆ isMovieDemo()

bool Z2SceneMgr::isMovieDemo ( )
inline

◆ isSceneExist()

bool Z2SceneMgr::isSceneExist ( ) const
inline

◆ load1stDynamicWave()

void Z2SceneMgr::load1stDynamicWave ( )

◆ load2ndDynamicWave()

void Z2SceneMgr::load2ndDynamicWave ( )

◆ loadBgmWave()

bool Z2SceneMgr::loadBgmWave ( u32  wave)

◆ loadSeWave()

bool Z2SceneMgr::loadSeWave ( u32  wave)

◆ loadStaticWaves()

void Z2SceneMgr::loadStaticWaves ( )

◆ sceneBgmStart()

void Z2SceneMgr::sceneBgmStart ( )

◆ sceneChange()

void Z2SceneMgr::sceneChange ( JAISoundID  bgm,
u8  seWave1,
u8  seWave2,
u8  bgmWave1,
u8  bgmWave2,
u8  demoWave,
bool  param_6 
)

◆ setFadeInStart()

void Z2SceneMgr::setFadeInStart ( u8  param_0)

◆ setFadeOutStart()

void Z2SceneMgr::setFadeOutStart ( u8  param_0)

◆ setInDarkness()

void Z2SceneMgr::setInDarkness ( bool  param_0)

◆ setInGame()

void Z2SceneMgr::setInGame ( bool  i_inGame)
inline

◆ setSceneExist()

void Z2SceneMgr::setSceneExist ( bool  param_1)

◆ setSceneName()

void Z2SceneMgr::setSceneName ( char spotName,
s32  room,
s32  layer 
)

Member Data Documentation

◆ BGM_ID

JAISoundID Z2SceneMgr::BGM_ID
private

◆ field_0x18

u8 Z2SceneMgr::field_0x18
private

◆ field_0x19

u8 Z2SceneMgr::field_0x19
private

◆ field_0x1a

bool Z2SceneMgr::field_0x1a
private

◆ field_0x1b

bool Z2SceneMgr::field_0x1b
private

◆ inDarkness

bool Z2SceneMgr::inDarkness
private

◆ inGame

bool Z2SceneMgr::inGame
private

◆ load1stWait

s8 Z2SceneMgr::load1stWait
private

◆ loadedBgmWave_1

u8 Z2SceneMgr::loadedBgmWave_1
private

◆ loadedBgmWave_2

u8 Z2SceneMgr::loadedBgmWave_2
private

◆ loadedDemoWave

u8 Z2SceneMgr::loadedDemoWave
private

◆ loadedSeWave_1

u8 Z2SceneMgr::loadedSeWave_1
private

◆ loadedSeWave_2

u8 Z2SceneMgr::loadedSeWave_2
private

◆ requestBgmWave_1

u8 Z2SceneMgr::requestBgmWave_1
private

◆ requestBgmWave_2

u8 Z2SceneMgr::requestBgmWave_2
private

◆ requestDemoWave

u8 Z2SceneMgr::requestDemoWave
private

◆ requestSeWave_1

u8 Z2SceneMgr::requestSeWave_1
private

◆ requestSeWave_2

u8 Z2SceneMgr::requestSeWave_2
private

◆ roomNum

s8 Z2SceneMgr::roomNum
private

◆ sceneExist

bool Z2SceneMgr::sceneExist
private

◆ sceneNum

int Z2SceneMgr::sceneNum
private

◆ timer

int Z2SceneMgr::timer
private

The documentation for this class was generated from the following files: