Shipwright/soh/soh/resource/type/Cutscene.h

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#pragma once
#include <vector>
#include <string>
#include "Resource.h"
namespace SOH {
enum class CutsceneCommands {
Cmd00 = 0x0000,
SetCameraPos = 0x0001,
SetCameraFocus = 0x0002,
SpecialAction = 0x0003,
SetLighting = 0x0004,
SetCameraPosLink = 0x0005,
SetCameraFocusLink = 0x0006,
Cmd07 = 0x0007,
Cmd08 = 0x0008,
Cmd09 = 0x0009,
Unknown = 0x001A,
Textbox = 0x0013,
SetActorAction0 = 0x000A,
SetActorAction1 = 0x000F,
SetActorAction2 = 0x000E,
SetActorAction3 = 0x0019,
SetActorAction4 = 0x001D,
SetActorAction5 = 0x001E,
SetActorAction6 = 0x002C,
SetActorAction7 = 0x001F,
SetActorAction8 = 0x0031,
SetActorAction9 = 0x003E,
SetActorAction10 = 0x008F,
SetSceneTransFX = 0x002D,
Nop = 0x000B,
PlayBGM = 0x0056,
StopBGM = 0x0057,
FadeBGM = 0x007C,
SetTime = 0x008C,
Terminator = 0x03E8,
End = 0xFFFF,
Error = 0xFEAF,
};
class Cutscene : public LUS::Resource<uint32_t> {
public:
using Resource::Resource;
Cutscene() : Resource(std::shared_ptr<LUS::ResourceInitData>()) {}
build soh with LUS 1.0.0 (#2881) * Bump LUS * Ship -> LUS namespace change * z_scene_otr Ship -> LUS namespace * Starting to get SoH to build with LUS imgui changes. * start stuff * gamecontroleditor build issues resolved maybe * cosmetics editor and what not * console * actor viewer * more stuff * more stuff * on to errors that make sense * putting this down for a bit * no idea what these errors mean now * some kind of progress maybe * latest lus main * more * back to linker errors and being lost * Fixes command function signature. * More fixes * Even more fixes * Bump LUS * More Fixes. * Fixes even more errors. * lus bump * input editor as var * audio editor working * it builds with this * bump lus * it opens * bump lus to latest main again * make sure to do all the command registering in debugconsole * lus and what not * switch type stuff plz * undo * do the thing that fixes the thing * fix mac? * correctly show/hide menubar on boot * bump lus * input blocking updates * bump lus * Bump LUS * Press F1 to open enhancement menus moved to SoH * lus and rendering backend stuff * audio backend and lus * Bump LUS * Fixes WindowBackend dropdown * Bump LUS * misc -> utils and moves binarytools to utils. * Window refactor * bump lus * make it work * Fixes for moved files again * Bump LUS * Mercury -> Config * Bump LUS * Reacts to removed LUS hooks and bump LUS * Remove Hook: GfxInit * Removes debug audio_setgamevolume to 1 * use non-crashing branch of lus * fix: make audio init work without hooks * game icon stuff * multifix bmp * use input viewer class branch for now * just "Ship" it's cleaner * Bump LUS * Removed ExitGame hook. * Bump LUS * Hook system removed from LUS. * More LUS updates * Changes to make window position saving. * Bump LUS * Bump LUS (for real) * LUS resources now return a specialized pointer. * Bump LUS * Fixes issue in SetPathways::GetPointerSize * Bump LUS to 1.0.0 * builds but crashes * fix crash * better macro names in debug console * remove commeted out line * remove redundant check tracker settings window logic * remove commented out line * move the * * remove extra seqplayers enum def * this sneaky little guy was hiding behind a wii u ifdef * remove extra check tracker header --------- Co-authored-by: Kenix <kenixwhisperwind@gmail.com> Co-authored-by: briaguya <briaguya@alice>
2023-06-03 15:27:45 -04:00
uint32_t* GetPointer();
size_t GetPointerSize();
uint32_t numCommands;
uint32_t endFrame;
std::vector<uint32_t> commands;
};
} // namespace SOH
/////////////
// class CutsceneCommand {
// public:
// uint32_t commandID;
// uint32_t commandIndex;
// CutsceneCommand(){};
// };