#include "al/layout/LayoutActor.h" #include "al/layout/LayoutInitInfo.h" #include "sead/math/seadMatrix.h" #include "sead/math/seadVector.h" class MapIconLayout{}; class IconType {}; class MapIconInfo {}; struct MapLayout : public al::LayoutActor { MapLayout(const char* name, const al::LayoutInitInfo& initInfo); void changePrintWorld(int); void loadTexture(); void reset(); void appear(); void moveFocusLayout(const sead::Vector3f&, const sead::Vector2f&); void updateST(); void addAmiiboHint(); void appearAmiiboHint(); void end(); void updatePlayerPosLayout(); void appearWithHint(); void appearWithMoonRockDemo(); void appearCollectionList(); bool isEnd(); bool isEnableCheckpointWarp(); void changeOut(); void changeIn(); void control(); void updateLine(al::LayoutActor*); void appearParts(); void startNumberAction(); void calcSeaOfTreeIconPos(sead::Vector3f*); void setLocalTransAndAppear(MapIconLayout*, MapIconInfo*, const sead::Vector3f&, IconType, bool); void calcMapTransAndAppear(MapIconLayout*, MapIconInfo*, const sead::Vector3f&, IconType, bool); void scroll(const sead::Vector2f&); void addSize(const sead::Vector2f&); bool isAppear(); sead::Matrix44f* getViewProjMtx(); sead::Matrix44f* getProjMtx(); void updateIconLine(al::LayoutActor*, const sead::Vector3f&, const sead::Vector2f&); void focusIcon(const MapIconInfo*); void lostFocusIcon(MapIconLayout*); void tryCalcNorthDir(sead::Vector3f*); const char* getSceneObjName() { return "マップレイアウト"; } void exeAppear(); void exeWait(); void exeHintInitWait(); void exeHintAppear(); void exeHintDecideIconAppear(); void exeHintDecideIconWait(); void exeHintPressDecide(); void exeEnd(); void exeChangeOut(); };