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* ImageEffectDirector 99% * changes * fix build * make formatting changes * add SimpleBloomArea mask color enum * fix * last changes
66 lines
2.2 KiB
C++
66 lines
2.2 KiB
C++
#pragma once
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#include "Game/NameObj/NameObj.hpp"
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class ImageEffectArea;
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class ImageEffectBase;
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class ImageEffectState;
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namespace ImageEffectStateImpl {
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class StateBloomNormal;
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class StateBloomSimple;
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class StateDepthOfField;
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class StateNull;
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class StateScreenBlur;
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}; // namespace ImageEffectStateImpl
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class ImageEffectDirector : public NameObj {
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public:
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/// @brief Creates a new `ImageEffectDirector`.
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/// @param pName A pointer to the null-terminated name of the object.
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ImageEffectDirector(const char* pName);
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virtual void movement();
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void setCurrentEffect(ImageEffectBase*);
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void turnOnNormal();
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void turnOnDepthOfField(bool);
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void turnOff();
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void forceOff();
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void setAuto();
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void turnOffDOFInSubjective();
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void turnOnDOFInSubjective();
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void setNormalBloomIntensity(u8);
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void setNormalBloomThreshold(u8);
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void setNormalBloomBlurIntensity1(u8);
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void setNormalBloomBlurIntensity2(u8);
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void setDepthOfFieldIntensity(f32);
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void updateManual();
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void setState(ImageEffectState*);
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void setBloomNormalParams(ImageEffectArea*);
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void setBloomSimpleParams(ImageEffectArea*);
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void setScreenBlurParams(ImageEffectArea*);
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void setDepthOfFieldParams(ImageEffectArea*);
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void initPlayerSyncIntensity(ImageEffectArea*, ImageEffectState*);
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void updatePlayerSyncIntensity(ImageEffectArea*, ImageEffectState*);
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void updateSyncCounter();
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void incPlayerSyncIntensity();
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void decPlayerSyncIntensity();
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void setPlayerSync(bool);
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void updateAuto();
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/* 0x0C */ bool mIsAuto;
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/* 0x0D */ bool mIsPlayerSync;
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/* 0x0E */ bool _E;
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/* 0x0F */ bool _F;
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/* 0x10 */ s32 mPlayerSyncIntensity;
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/* 0x14 */ f32 mDepthOfFieldIntensity;
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/* 0x18 */ ImageEffectStateImpl::StateNull* mStateNull;
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/* 0x1C */ ImageEffectStateImpl::StateBloomNormal* mStateBloomNormal;
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/* 0x20 */ ImageEffectStateImpl::StateBloomSimple* mStateBloomSimple;
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/* 0x24 */ ImageEffectStateImpl::StateScreenBlur* mStateScreenBlur;
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/* 0x28 */ ImageEffectStateImpl::StateDepthOfField* mStateDepthOfField;
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/* 0x2C */ ImageEffectState* mState;
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/* 0x30 */ ImageEffectBase* mCurrentEffect;
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};
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