#include <CourseSelectActor.h>
Inherits ActorBase.
Public Member Functions | |
| sead::Vector3f & | getPos () |
| const sead::Vector3f & | getPos () const |
| sead::Vector3f & | getScale () |
| const sead::Vector3f & | getScale () const |
| Angle3 & | getAngle () |
| const Angle3 & | getAngle () const |
| Public Member Functions inherited from ActorBase | |
| bool | isActive () const |
| Whether this actor has been successfully created and is now active. | |
| void | deleteRequest () |
| Schedule this actor for deletion on the next frame. | |
| bool | isRequestedDelete () const |
| Whether this actor has been scheduled for deletion on the next frame. | |
| ActorUniqueID | getActorUniqueID () const |
| The unique identifier handle for this actor. | |
| s32 | getProfileID () const |
| The specific profile ID which this actor was instantiated from. | |
| Profile * | getProfile () const |
| The specific profile which this actor was instantiated from. | |
| bool | isCreatedImmediately () const |
Whether the actor was created with ActorMgr::createImmediately(), rather than deferred with ActorMgr::createLater(). | |
| bool | isMapActor () const |
Whether the actor was spawned from the level with ActorCreateMgr, rather than dynamically spawned by another actor. | |
| u32 | getParam0 () const |
| Level designer configuration. Also known as "nybbles" or "spritedata". | |
| u32 | getParam1 () const |
| Level designer configuration. Also known as "nybbles" or "spritedata". | |
| ActorParamEx1 | getParamEx () const |
| Extra level designer configuration. Also known as "nybbles" or "spritedata". | |
| const List & | getChildList () const |
sead::OffsetList used for holding child actors spawned by this actor. Managed automatically if param.parent_id is set when spawning. | |
| sead::Heap * | getActorHeap () const |
| The personal heap for this actor. | |
| ActorBase * | getParent () const |
| template<typename T> | |
| T * | getParent () const |
The parent actor pointer if this actor is a child, nullptr otherwise. | |
| void | removeChild (ActorBase *child) |
| Disconnects a child from this actor's family tree. | |
Protected Member Functions | |
| CourseSelectActor (const ActorCreateParam ¶m) | |
| ~CourseSelectActor () override | |
| bool | preExecute () override |
Callback invoked before the execute operation. | |
| bool | preDraw () override |
Callback invoked before the draw operation. | |
| Protected Member Functions inherited from ActorBase | |
| ActorBase (const ActorCreateParam ¶m) | |
| Constructs an actor from configuration data. | |
| virtual | ~ActorBase () |
| Destroys the actor and orphans all of its children. | |
| virtual bool | preCreate () |
Callback invoked before the create operation. | |
| virtual Result | create () |
| Main initialization/setup callback for the actor. | |
| virtual void | postCreate (MainState state) |
Callback invoked unconditionally after the create phase completes. It executes even if preCreate() bypassed the main create() operation. | |
| virtual bool | execute () |
| Main execution/logic callback for the actor. Called every frame (the game runs at exactly 60 FPS). | |
| virtual void | postExecute (MainState state) |
Callback invoked unconditionally after the execute phase completes. It executes even if preExecute() bypassed the main execute() operation. | |
| virtual void | finalUpdate () |
| Callback which is called after all other actors have finished executing for this frame. | |
| virtual bool | draw () |
| Main rendering callback for the actor. Called every frame (the game runs at exactly 60 FPS). | |
| virtual void | postDraw (MainState state) |
Callback invoked unconditionally after the draw phase completes. It executes even if preDraw() bypassed the main draw() operation. | |
| virtual bool | preDelete () |
Callback invoked before the delete operation. | |
| virtual Result | doDelete () |
| Main deletion callback for the actor. | |
| virtual void | postDelete (MainState state) |
Unconditionally called callback for after the delete operation. | |
| void | setActive_ (bool active) |
Protected Attributes | |
| sead::Vector3f | mPos |
| sead::Vector3f | mPos2 |
| sead::Vector3f | _68 |
| sead::Vector3f | _74 |
| sead::Vector3f | mScale |
| sead::Vector3f | _8c |
| sead::Vector3f | _98 |
| sead::Vector3f | _a4 |
| Angle3 | mAngle |
| u32 | _bc |
| u32 | mAngleY |
| u32 | _c4 |
| sead::BoundBox2f | _c8 |
| u8 | _d8 |
| Protected Attributes inherited from ActorBase | |
| sead::Heap * | mActorHeap |
Personal heap for this actor of type sead::FrameHeap. Capacity of 0x20200, but profiles in the player whitelist get 0x1A0200. | |
| ActorUniqueID | mActorUniqueID |
| The unique identifier handle for this actor. | |
| Profile * | mActorProfile |
| The specific profile which this actor was instantiated from. | |
| bool | mCreatedImmediately |
Whether the actor was created with ActorMgr::createImmediately(), rather than deferred with ActorMgr::createLater(). | |
| bool | mIsMapActor |
Whether the actor was spawned from the level with ActorCreateMgr, rather than dynamically spawned by another actor. | |
| bool | mIsActive |
Whether the create operation has completed and the actor is executing. | |
| bool | mDeleteRequestFlag |
| Whether to delete this actor on the next frame. | |
| u32 | mParam0 |
| Level designer configuration. Also known as "nybbles" or "spritedata". | |
| u32 | mParam1 |
| Level designer configuration. Also known as "nybbles" or "spritedata". | |
| ActorParamEx1 | mParamEx |
| Extra level designer configuration. Also known as "nybbles" or "spritedata". | |
| List | mChildList |
sead::OffsetList used for holding child actors spawned by this actor. Managed automatically if param.parent_id is set when spawning. | |
| sead::ListNode | mChildNode |
Implementation detail. Used to track our position in the parent's mChildList. | |
| ActorBase * | mParent |
The parent actor if this actor is a child. Automatically set to nullptr if orphaned. | |
| sead::ListNode | mExecuteNode |
Implementation detail. Used to track our position in ActorMgr lists. | |
| sead::ListNode | mDrawNode |
Implementation detail. Used to track our position in ActorMgr mDrawManage list. | |
| sead::BitFlag32 | mFlag |
Additional Inherited Members | |
| Public Types inherited from ActorBase | |
| enum | MainState { cState_None = 0 , cState_Failed , cState_Success , cState_Wait } |
| Represents the execution state of a main operation, and whether it was skipped. More... | |
| enum | Result { cResult_Wait = 0 , cResult_Success , cResult_Failed } |
| Defines signals to pass to ActorMgr when performing create and delete operations on the actor. More... | |
| typedef sead::OffsetList< ActorBase > | List |
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Callback invoked before the execute operation.
execute callback, rather than skip to postExecute().Returns true by default unless the game is paused or frozen. See EventMgr::isJoin().
Reimplemented from ActorBase.
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Callback invoked before the draw operation.
draw callback, rather than skip to postDraw().Returns true by default.
Reimplemented from ActorBase.
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