SuperMarioOdysseyOnline/include/al/execute/ExecuteTableHolderUpdate.h

59 lines
2.1 KiB
C++

#pragma once
#include "ExecuteOrder.h"
#include "al/async/FunctorBase.h"
#include "al/execute/ExecuteTable.h"
#include "al/execute/ExecutorListBase.h"
#include "al/execute/IUseExecutor.h"
#include "ExecuteSystemInitInfo.h"
#include "container/seadPtrArray.h"
#include "types.h"
namespace al {
struct ExecutorListActorExecuteBase;
struct ExecutorListLayoutUpdate;
struct ExecutorListIUseExecutorUpdate;
struct ExecutorListFunctor;
struct ExecutorListBase;
struct LiveActor;
struct LayoutActor;
}
namespace al {
class ExecuteTableHolderUpdate {
public:
ExecuteTableHolderUpdate();
virtual ~ExecuteTableHolderUpdate();
void init(char const*, al::ExecuteSystemInitInfo const&, al::ExecuteOrder const*, int);
void registerExecutorListActor(al::ExecutorListActorExecuteBase*);
void registerExecutorListLayout(al::ExecutorListLayoutUpdate*);
void registerExecutorListUser(al::ExecutorListIUseExecutorUpdate*);
void registerExecutorListFunctor(al::ExecutorListFunctor*);
void registerExecutorListAll(al::ExecutorListBase*);
void tryRegisterActor(al::LiveActor*, char const*);
void tryRegisterLayout(al::LayoutActor*, char const*);
void tryRegisterUser(al::IUseExecutor*, char const*);
void tryRegisterFunctor(al::FunctorBase const&, char const*);
void createExecutorListTable();
void execute() const;
void executeList(char const*) const;
const char *mName;
sead::PtrArray<al::ExecutorListBase> mActiveExecutors;
sead::PtrArray<al::ExecutorListBase> mExecutorsAll;
sead::PtrArray<al::ExecutorListActorExecuteBase> mExecutorsActor;
sead::PtrArray<al::ExecutorListLayoutUpdate> mExecutorsLayout;
sead::PtrArray<al::ExecutorListIUseExecutorUpdate> mExecutorsUser;
sead::PtrArray<al::ExecutorListFunctor> mExecutorsFunctor;
};
} // namespace al
extern "C" al::ExecuteTable gameUpdateTable[]; // pointer to original update table found in the exefs
extern const al::ExecuteTable updateTable[];
extern int updateTableSize;