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75 lines
2.4 KiB
C++
75 lines
2.4 KiB
C++
#pragma once
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#include "Game/System/NerveExecutor.hpp"
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class GameSequenceDirector;
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class GameSystemDimmingWatcher;
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class GameSystemErrorWatcher;
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class GameSystemFontHolder;
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class GameSystemFrameControl;
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class GameSystemObjHolder;
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class GameSystemSceneController;
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class GameSystemStationedArchiveLoader;
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class HomeButtonLayout;
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class HomeButtonStateNotifier;
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class SystemWipeHolder;
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#define GX_FIFO_SIZE 0x80000
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// オーディオ初期化 ("Audio Initialization") in Shift-JIS encoding
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#define INIT_AUDIO_KEY "\x83\x49\x81\x5b\x83\x66\x83\x42\x83\x49\x8f\x89\x8a\xfa\x89\xbb"
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#ifdef __MWERKS__
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void main(void);
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#endif
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class GameSystem : public NerveExecutor {
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public:
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/// @brief Creates a new `GameSystem`.
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GameSystem();
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/// @brief Destroys the `GameSystem`.
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virtual ~GameSystem() {}
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void init();
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bool isExecuteLoadSystemArchive() const;
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bool isDoneLoadSystemArchive() const;
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void startToLoadSystemArchive();
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void exeInitializeAudio();
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void exeInitializeLogoScene();
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void exeLoadStationedArchive();
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void exeWaitForReboot();
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void exeNormal();
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void initGX();
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void initAfterStationedResourceLoaded();
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void prepareReset();
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bool isPreparedReset() const;
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void frameLoop();
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void draw();
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void update();
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void updateSceneController();
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void calcAnim();
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/* 0x08 */ void* mFifoBase;
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/* 0x0C */ GameSequenceDirector* mSequenceDirector;
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/* 0x10 */ GameSystemDimmingWatcher* mDimmingWatcher;
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/* 0x14 */ GameSystemErrorWatcher* mErrorWatcher;
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/* 0x18 */ GameSystemFontHolder* mFontHolder;
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/* 0x1C */ GameSystemFrameControl* mFrameControl;
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/* 0x20 */ GameSystemObjHolder* mObjHolder;
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/* 0x24 */ GameSystemSceneController* mSceneController;
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/* 0x28 */ GameSystemStationedArchiveLoader* mStationedArchiveLoader;
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/* 0x2C */ HomeButtonLayout* mHomeButtonLayout;
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/* 0x30 */ SystemWipeHolder* mSystemWipeHolder;
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/* 0x34 */ HomeButtonStateNotifier* mHomeButtonStateNotifier;
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/* 0x38 */ bool mIsExecuteLoadSystemArchive;
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};
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namespace NrvGameSystem {
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NEW_NERVE(GameSystemInitializeAudio, GameSystem, InitializeAudio);
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NEW_NERVE(GameSystemInitializeLogoScene, GameSystem, InitializeLogoScene);
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NEW_NERVE(GameSystemLoadStationedArchive, GameSystem, LoadStationedArchive);
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NEW_NERVE(GameSystemWaitForReboot, GameSystem, WaitForReboot);
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NEW_NERVE(GameSystemNormal, GameSystem, Normal);
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};
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