Files
TP-PC-Port/include/d/d_msg_string_base.h
CraftyBoss 8636f98e19 add a good amount of source from decomp, uncomment/update existing files, begin work on implementing d_s_play
the goal for d_s_play for now is to figure out how to draw the title logo, which uses a bmd model. if this is achieved, i'll have the basis for drawing more 3d models
2026-01-25 15:14:10 -08:00

45 lines
1.5 KiB
C++

#ifndef D_MSG_D_MSG_STRING_BASE_H
#define D_MSG_D_MSG_STRING_BASE_H
#include "JSystem/JMessage/resource.h"
class COutFont_c;
class J2DTextBox;
class JUTFont;
struct jmessage_string_tControl;
struct jmessage_string_tReference;
struct jmessage_string_tSequenceProcessor;
struct jmessage_string_tRenderingProcessor;
class dMsgStringBase_c {
public:
dMsgStringBase_c();
~dMsgStringBase_c();
void getResource();
f32 getStringLocal(u32, J2DTextBox*, J2DTextBox*, JUTFont*, COutFont_c*, u8);
f32 getStringPageLocal(u32, u8, u8, J2DTextBox*, J2DTextBox*, JUTFont*,
COutFont_c*, u8);
u8 getPageMax(int);
f32 getMessageLocal(u32, char*);
virtual f32 getString(u32, J2DTextBox*, J2DTextBox*, JUTFont*, COutFont_c*, u8);
virtual f32 getStringPage(u32, u8, u8, J2DTextBox*, J2DTextBox*, JUTFont*, COutFont_c*,
u8);
virtual f32 getMessage(u32, char*);
virtual void resetStringLocal(J2DTextBox*);
virtual void drawOutFontLocal(J2DTextBox*, f32);
virtual void drawFontLocal(J2DTextBox*, u8, f32, f32, f32, f32, u32, u8);
private:
/* 0x04 */ JMessage::TResourceContainer* mpResCont;
/* 0x08 */ jmessage_string_tControl* mpCtrl;
/* 0x0C */ jmessage_string_tReference* mpRefer;
/* 0x10 */ jmessage_string_tSequenceProcessor* mpSeqProc;
/* 0x14 */ jmessage_string_tRenderingProcessor* mpRenProc;
/* 0x18 */ JMessage::TParse* mpParse;
/* 0x1C */ void* field_0x1c;
/* 0x20 */ u16 field_0x20;
};
#endif /* D_MSG_D_MSG_STRING_BASE_H */