mirror of https://github.com/zeldaret/botw.git
Implement FadeProgress class (#110)
This commit is contained in:
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050bbeab29
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a7c8d40275
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@ -49384,13 +49384,13 @@ Address,Quality,Size,Name
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0x00000071007cb938,U,000092,
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0x00000071007cb994,U,000056,
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0x00000071007cb9cc,U,000092,
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0x00000071007cba28,U,000144,FadeProgress::createInstance
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0x00000071007cbab8,U,000020,FadeProgress::init
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0x00000071007cbacc,U,000020,FadeProgress::reset
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0x00000071007cbae0,U,000180,FadeProgress::updateFadeScreen
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0x00000071007cbb94,U,000020,FadeProgress::setProgress
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0x00000071007cbba8,U,000008,FadeProgress::getGaugeValue
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0x00000071007cbbb0,U,000012,FadeProgress::setIsActive
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0x00000071007cba28,O,000144,_ZN5uking2ui12FadeProgress14createInstanceEPN4sead4HeapE
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0x00000071007cbab8,O,000020,_ZN5uking2ui12FadeProgress4initEv
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0x00000071007cbacc,O,000020,_ZN5uking2ui12FadeProgress5resetEv
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0x00000071007cbae0,O,000180,_ZN5uking2ui12FadeProgress16updateFadeScreenEv
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0x00000071007cbb94,O,000020,_ZN5uking2ui12FadeProgress11setProgressEf
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0x00000071007cbba8,O,000008,_ZNK5uking2ui12FadeProgress13getGaugeValueEv
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0x00000071007cbbb0,O,000012,_ZN5uking2ui12FadeProgress11setIsActiveEv
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0x00000071007cbbbc,U,000020,StageBinder::ctor
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0x00000071007cbbd0,U,000068,StageBinder::dtor
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0x00000071007cbc14,U,000068,StageBinder::dtorDelete
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@ -88672,7 +88672,7 @@ Address,Quality,Size,Name
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0x00000071010b62c4,U,000340,ui::isFadeDemoOrFadeScreenOpened
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0x00000071010b6418,U,000320,
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0x00000071010b6558,U,000024,
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0x00000071010b6570,U,000200,
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0x00000071010b6570,U,000200,applyScreenFade
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0x00000071010b6638,U,000376,
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0x00000071010b67b0,O,000096,_ZN4ksys7AutoDim18SingletonDisposer_D1Ev
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0x00000071010b6810,O,000104,_ZN4ksys7AutoDim18SingletonDisposer_D0Ev
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Can't render this file because it is too large.
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@ -1,4 +1,6 @@
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target_sources(uking PRIVATE
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uiFadeProgress.cpp
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uiFadeProgress.h
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uiPauseMenuDataMgr.cpp
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uiPauseMenuDataMgr.h
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uiUtils.cpp
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@ -0,0 +1,56 @@
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#include "Game/UI/uiFadeProgress.h"
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#include "Game/UI/uiUtils.h"
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namespace uking::ui {
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SEAD_SINGLETON_DISPOSER_IMPL(FadeProgress)
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void FadeProgress::init() {
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mActive = false;
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mProgress = 0.0;
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mGaugeValue = 0.0;
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mSteps = 1.0;
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}
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void FadeProgress::reset() {
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init();
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}
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void FadeProgress::updateFadeScreen() {
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if (!mActive)
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return;
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float progress = mProgress;
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float difference = progress - mGaugeValue;
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if (difference > 0.1f)
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mSteps = 1.1;
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if (difference > 0.2f)
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mSteps = 1.2;
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if (progress > 0.94f)
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mSteps = 10.0;
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if (difference <= 0.0001f && difference >= -0.0001f)
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mSteps = 1.0;
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float new_progress = mGaugeValue + (mProgressPerStep * mSteps);
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if (new_progress < progress)
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progress = new_progress;
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mGaugeValue = progress;
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applyScreenFade(progress);
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}
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void FadeProgress::setProgress(float value) {
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if (mProgress < value)
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mProgress = value;
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}
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float FadeProgress::getGaugeValue() const {
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return mGaugeValue;
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}
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void FadeProgress::setIsActive() {
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mActive = true;
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}
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} // namespace uking::ui
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@ -0,0 +1,28 @@
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#pragma once
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#include <heap/seadDisposer.h>
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namespace uking::ui {
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class FadeProgress {
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SEAD_SINGLETON_DISPOSER(FadeProgress)
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FadeProgress() = default;
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~FadeProgress() = default;
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public:
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void init();
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void reset();
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void updateFadeScreen();
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void setProgress(float value);
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float getGaugeValue() const;
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void setIsActive();
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private:
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bool mActive = false;
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float mProgress = 0.0;
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float mGaugeValue = 0.0;
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float mProgressPerStep = 0.002;
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float mSteps = 1.0;
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};
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} // namespace uking::ui
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@ -43,4 +43,8 @@ int countCookResultsCheck(const sead::SafeString& name, s32 effect_type);
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int countCookResultsAllOk(const sead::SafeString& name);
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int getItemValue(const sead::SafeString& name);
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// TODO: move these to another translation unit (TBD)
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// Do not implement until the location is figured out
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void applyScreenFade(float progress);
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} // namespace uking::ui
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