SuperMarioOdysseyOnline/include/al/util/CameraUtil.h

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2022-06-16 21:33:18 +00:00
#pragma once
#include <math/seadVector.h>
#include "al/LiveActor/LiveActor.h"
#include "al/camera/CameraDirector.h"
#include "al/camera/CameraTicket.h"
#include "al/camera/CameraTargetBase.h"
#include "al/scene/Scene.h"
namespace al {
struct SceneCameraInfo;
struct PauseCameraCtrl;
struct CameraPoseInfo;
sead::Vector3f* getCameraUp(al::IUseCamera const*, int);
void requestStopCameraVerticalAbsorb(al::IUseCamera *);
bool isActiveCamera(al::CameraTicket const*);
bool isActiveCameraTarget(al::CameraTargetBase const*);
bool isActiveCameraSubTarget(al::CameraSubTargetBase const*);
bool isActiveCameraInterpole(al::IUseCamera const*,int);
bool isActiveCameraInterpole(al::SceneCameraInfo const*, int);
void startCamera(al::IUseCamera const*,al::CameraTicket *,int priority);
void startCameraSub(al::IUseCamera const*,al::CameraTicket *,int priority);
void startCameraShakeByAction(al::LiveActor const*,char const*,char const*,int,int);
void startCameraShakeByHitReaction(al::IUseCamera const*,char const*,char const*,char const*,int,int);
void startCameraInterpole(al::IUseCamera const*,int,int);
void restartCameraByDeathPlayer(al::Scene *);
void startCameraSnapShotMode(al::Scene *,bool);
void startCameraPause(al::PauseCameraCtrl*);
void endCamera(al::IUseCamera const*,al::CameraTicket *,int,bool);
void endCameraWithNextCameraPose(al::IUseCamera const*,al::CameraTicket *,al::CameraPoseInfo const*,int);
void endCameraSub(al::IUseCamera const*,al::CameraTicket *,int);
void endCameraSnapShotMode(al::Scene *);
void endCameraPause(al::PauseCameraCtrl *);
}