mirror of https://github.com/zeldaret/botw.git
ksys/evt: Implement ActorBindings
This commit is contained in:
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5794d424c2
commit
1f628bb94a
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@ -75801,12 +75801,12 @@
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0x0000007100dc447c,evt::ActorBinding::getActorName,32,_ZNK4ksys3evt12ActorBinding12getActorNameEv
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0x0000007100dc449c,evt::ActorBinding::getActorSubName,32,_ZNK4ksys3evt12ActorBinding15getActorSubNameEv
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0x0000007100dc44bc,evt::ActorBinding::actorCreateStuff,1792,_ZNK4ksys3evt12ActorBinding18getActorCreateModeEPKNS_3act5ActorE
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0x0000007100dc4bbc,evt::ActorBindings::allocActors,32,
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0x0000007100dc4bdc,evt::ActorBindings::allocActorActions,108,
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0x0000007100dc4c48,evt::ActorBindings::allocActorQueries,108,
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0x0000007100dc4cb4,evt::ActorBindings::dtor,160,
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0x0000007100dc4d54,evt::ActorBindings::dtorDelete,168,
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0x0000007100dc4dfc,evt::ActorBindings::bindActor,448,
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0x0000007100dc4bbc,evt::ActorBindings::allocActors,32,_ZN4ksys3evt13ActorBindings13allocBindingsEPN4sead4HeapE
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0x0000007100dc4bdc,evt::ActorBindings::allocActorActions,108,_ZN4ksys3evt13ActorBindings20allocBindingsActionsEPN4sead4HeapE
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0x0000007100dc4c48,evt::ActorBindings::allocActorQueries,108,_ZN4ksys3evt13ActorBindings20allocBindingsQueriesEPN4sead4HeapE
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0x0000007100dc4cb4,evt::ActorBindings::dtor,160,_ZN4ksys3evt13ActorBindingsD1Ev
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0x0000007100dc4d54,evt::ActorBindings::dtorDelete,168,_ZN4ksys3evt13ActorBindingsD0Ev
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0x0000007100dc4dfc,evt::ActorBindings::bindActor,448,_ZN4ksys3evt13ActorBindings9bindActorEPKN4evfl8ResActorEPN4sead4HeapE
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0x0000007100dc4fbc,ResourceFlowchart::ctor,216,
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0x0000007100dc5094,sub_7100DC5094,312,
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0x0000007100dc51cc,sub_7100DC51CC,36,
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Can't render this file because it is too large.
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@ -38,6 +38,23 @@ public:
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const sead::PtrArray<const evfl::ResQuery>& getQueries() const { return mQueries; }
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ActorBindings* getParent() const { return mParent; }
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void allocActions(sead::Heap* heap) {
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if (mNumActionsToAlloc > 0)
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mActions.allocBuffer(mNumActionsToAlloc, heap);
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}
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void allocQueries(sead::Heap* heap) {
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if (mNumQueriesToAlloc > 0)
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mQueries.allocBuffer(mNumQueriesToAlloc, heap);
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}
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void finalize() {
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if (mActions.isBufferReady())
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mActions.freeBuffer();
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if (mQueries.isBufferReady())
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mQueries.freeBuffer();
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}
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private:
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const evfl::ResActor* mResActor = nullptr;
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sead::PtrArray<const evfl::ResAction> mActions;
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@ -46,6 +63,7 @@ private:
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int _30 = 0;
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int mNumActionsToAlloc = 0;
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int mNumQueriesToAlloc = 0;
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bool _3c = false;
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};
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} // namespace ksys::evt
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@ -1 +1,52 @@
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#include "KingSystem/Event/evtActorBindings.h"
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#include <evfl/ResActor.h>
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#include "KingSystem/Event/evtActorBinding.h"
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namespace ksys::evt {
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void ActorBindings::allocBindings(sead::Heap* heap) {
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if (mNumActorsToAlloc != 0)
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mBindings.allocBuffer(mNumActorsToAlloc, heap);
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}
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void ActorBindings::allocBindingsActions(sead::Heap* heap) {
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for (int i = 0; i < mBindings.size(); ++i)
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mBindings[i]->allocActions(heap);
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}
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void ActorBindings::allocBindingsQueries(sead::Heap* heap) {
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for (int i = 0; i < mBindings.size(); ++i)
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mBindings[i]->allocQueries(heap);
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}
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ActorBindings::~ActorBindings() {
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for (int i = 0; i < mBindings.size(); ++i) {
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mBindings[i]->finalize();
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delete mBindings[i];
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}
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mBindings.freeBuffer();
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}
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ActorBinding* ActorBindings::bindActor(const evfl::ResActor* res_actor, sead::Heap* heap) {
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if (mBindings.isBufferReady()) {
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for (int i = 0; i < mBindings.size(); ++i) {
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const char* name = res_actor->name.Get()->data();
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const char* sub_name = res_actor->secondary_name.Get()->data();
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if (sead::SafeString(mBindings[i]->getRes()->name.Get()->data()) != name)
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continue;
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if (sead::SafeString(mBindings[i]->getRes()->secondary_name.Get()->data()) != sub_name)
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continue;
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return mBindings[i];
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}
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auto* binding = new (heap) ActorBinding(res_actor, this);
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mBindings.pushBack(binding);
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return binding;
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}
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++mNumActorsToAlloc;
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return nullptr;
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}
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} // namespace ksys::evt
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@ -2,22 +2,33 @@
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#include <container/seadPtrArray.h>
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namespace evfl {
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struct ResActor;
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}
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namespace sead {
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class Heap;
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}
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namespace ksys::evt {
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class ActorBinding;
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// TODO
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class ActorBindings {
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public:
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ActorBindings();
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ActorBindings() = default;
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virtual ~ActorBindings();
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int getNumActors() const { return mNumActors; }
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void allocBindings(sead::Heap* heap);
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void allocBindingsActions(sead::Heap* heap);
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void allocBindingsQueries(sead::Heap* heap);
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ActorBinding* bindActor(const evfl::ResActor* res_actor, sead::Heap* heap);
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int isInitialized() const { return mInitialized; }
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private:
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sead::PtrArray<ActorBinding> mBindings;
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int mNumActors = 0;
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int mNumActorsToAlloc = 0;
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int mInitialized = 0;
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};
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