Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_gameover.h
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1#ifndef D_D_GAMEOVER_H
2#define D_D_GAMEOVER_H
3
5#include "d/d_menu_save.h"
6#include "f_op/f_op_msg.h"
7#include "f_op/f_op_msg_mng.h"
8#include "m_Do/m_Do_hostIO.h"
9
11public:
12 /* 8019ACF8 */ virtual void draw();
13 /* 8019C2CC */ virtual ~dDlst_Gameover_CAPTURE_c() {}
14};
15
16class dMsgScrnLight_c;
18public:
19 /* 8019B940 */ dDlst_GameOverScrnDraw_c(JKRArchive*);
20 /* 8019BCB0 */ void setBackAlpha(f32);
21
22 /* 8019BCF4 */ virtual void draw();
23 /* 8019BBFC */ virtual ~dDlst_GameOverScrnDraw_c();
24
25 /* 0x04 */ J2DScreen* mpScreen;
26 /* 0x08 */ J2DPicture* mpBackImg;
28 /* 0x10 */ f32 field_0x10;
30}; // Size: 0x18
31
43
44class dGameover_c : public msg_class {
45public:
46 /* 8019B044 */ int _create();
47 /* 8019B2F4 */ int _execute();
48 /* 8019B384 */ void playerAnmWait_init();
49 /* 8019B388 */ void playerAnmWait_proc();
50 /* 8019B3A0 */ void dispFadeOut_init();
51 /* 8019B3E8 */ void dispFadeOut_proc();
52 /* 8019B40C */ void dispWait_init();
53 /* 8019B454 */ void dispWait_proc();
54 /* 8019B478 */ void demoFadeIn_init();
55 /* 8019B484 */ void demoFadeIn_proc();
56 /* 8019B4D8 */ void demoFadeOut_init();
57 /* 8019B4E4 */ void demoFadeOut_proc();
58 /* 8019B560 */ void saveOpen_init();
59 /* 8019B564 */ void saveOpen_proc();
60 /* 8019B5A4 */ void saveMove_init();
61 /* 8019B5A8 */ void saveMove_proc();
62 /* 8019B5F0 */ void saveClose_init();
63 /* 8019B5F4 */ void saveClose_proc();
64 /* 8019B7BC */ void deleteWait_init();
65 /* 8019B7C0 */ void deleteWait_proc();
66 /* 8019B7C4 */ int _draw();
67 /* 8019B864 */ int _delete();
68
69 s32 deleteCheck() { return mProc == 8; }
70 void animeStart() { mIsDemoSave = true; }
71
72 /* 0x0FC */ dMenu_save_c* dMs_c;
76 /* 0x110 */ JKRHeap* mpHeap;
77 /* 0x114 */ s16 mTimer;
78 /* 0x116 */ s16 field_0x116;
79 /* 0x118 */ u8 mProc;
80 /* 0x119 */ bool mIsDemoSave;
81}; // Size: 0x11C
82
85
87 if (id != UINT32_MAX) {
89
90 if (gameover != NULL) {
91 return gameover->deleteCheck();
92 } else {
93 return 0;
94 }
95 }
96
97 return 0;
98}
99
101 if (id != UINT32_MAX) {
103
104 if (gameover != NULL) {
105 gameover->animeStart();
106 return 1;
107 } else {
108 return 0;
109 }
110 }
111
112 return 0;
113}
114
115#endif /* D_D_GAMEOVER_H */
T cLib_calcTimer(T *value)
Definition c_lib.h:74
Definition J2DPicture.h:55
Definition J2DScreen.h:48
Definition JKRArchive.h:57
Definition JKRHeap.h:16
Definition d_gameover.h:17
dMsgScrnLight_c * mpLight
Definition d_gameover.h:27
JUtility::TColor mFadeColor
Definition d_gameover.h:29
void setBackAlpha(f32)
Definition d_gameover.cpp:454
virtual void draw()
Definition d_gameover.cpp:458
virtual ~dDlst_GameOverScrnDraw_c()
Definition d_gameover.cpp:446
f32 field_0x10
Definition d_gameover.h:28
J2DScreen * mpScreen
Definition d_gameover.h:25
J2DPicture * mpBackImg
Definition d_gameover.h:26
Definition d_gameover.h:10
virtual void draw()
Definition d_gameover.cpp:37
virtual ~dDlst_Gameover_CAPTURE_c()
Definition d_gameover.h:13
Definition d_drawlist.h:31
Definition d_gameover.h:44
u8 mProc
Definition d_gameover.h:79
s16 field_0x116
Definition d_gameover.h:78
void saveMove_init()
Definition d_gameover.cpp:307
void saveOpen_init()
Definition d_gameover.cpp:297
void dispFadeOut_init()
Definition d_gameover.cpp:234
int _create()
Definition d_gameover.cpp:133
s16 mTimer
Definition d_gameover.h:77
void demoFadeIn_proc()
Definition d_gameover.cpp:270
void dispWait_proc()
Definition d_gameover.cpp:256
dMenu_save_c * dMs_c
Definition d_gameover.h:72
dDlst_GameOverScrnDraw_c * dgo_screen_c
Definition d_gameover.h:73
void animeStart()
Definition d_gameover.h:70
void playerAnmWait_init()
Definition d_gameover.cpp:222
void saveMove_proc()
Definition d_gameover.cpp:310
void saveOpen_proc()
Definition d_gameover.cpp:300
int _draw()
Definition d_gameover.cpp:367
void saveClose_init()
Definition d_gameover.cpp:319
void demoFadeIn_init()
Definition d_gameover.cpp:265
void demoFadeOut_proc()
Definition d_gameover.cpp:287
JKRHeap * mpHeap
Definition d_gameover.h:76
request_of_phase_process_class mPhase
Definition d_gameover.h:75
int _delete()
Definition d_gameover.cpp:383
s32 deleteCheck()
Definition d_gameover.h:69
void demoFadeOut_init()
Definition d_gameover.cpp:281
dDlst_Gameover_CAPTURE_c * dgo_capture_c
Definition d_gameover.h:74
void deleteWait_proc()
Definition d_gameover.cpp:364
int _execute()
Definition d_gameover.cpp:206
bool mIsDemoSave
Definition d_gameover.h:80
void dispWait_init()
Definition d_gameover.cpp:250
void deleteWait_init()
Definition d_gameover.cpp:361
void saveClose_proc()
Definition d_gameover.cpp:322
void dispFadeOut_proc()
Definition d_gameover.cpp:241
void playerAnmWait_proc()
Definition d_gameover.cpp:226
Definition d_menu_save.h:68
Definition d_msg_scrn_light.h:11
Definition f_op_msg.h:9
bool d_GameOver_Delete(fpc_ProcID &i_id)
Definition d_gameover.cpp:537
s32 d_GameOver_CheckDelete(fpc_ProcID &id)
Definition d_gameover.h:86
dGameover_Proc
Definition d_gameover.h:32
@ PROC_DISP_WAIT
Definition d_gameover.h:35
@ PROC_PLAYER_ANM_WAIT
Definition d_gameover.h:33
@ PROC_SAVE_CLOSE
Definition d_gameover.h:40
@ PROC_DEMO_FADE_IN
Definition d_gameover.h:36
@ PROC_DELETE_WAIT
Definition d_gameover.h:41
@ PROC_SAVE_MOVE
Definition d_gameover.h:39
@ PROC_DISP_FADE_OUT
Definition d_gameover.h:34
@ PROC_SAVE_OPEN
Definition d_gameover.h:38
@ PROC_DEMO_FADE_OUT
Definition d_gameover.h:37
s32 d_GameOver_animeStart(fpc_ProcID &id)
Definition d_gameover.h:100
s32 d_GameOver_Create(u8 param_0)
Definition d_gameover.cpp:531
msg_class * fopMsgM_SearchByID(fpc_ProcID i_id)
Definition f_op_msg_mng.cpp:25
unsigned int fpc_ProcID
Definition f_pc_base.h:10
Definition TColor.h:12
Definition d_a_hozelda.cpp:14
float f32
Definition types.h:22
signed short s16
Definition types.h:5
signed long s32
Definition types.h:6
unsigned char u8
Definition types.h:8