#pragma once #include "Game/System/DrawBufferExecuter.hpp" #include "Game/Util/Array.hpp" class LiveActor; class DrawBufferGroup { public: DrawBufferGroup(); void init(s32); s32 registerDrawBuffer(LiveActor*); void allocateActorListBuffer(); void active(LiveActor*, s32); void deactive(LiveActor*, s32); void findLightInfo(LiveActor*, s32); void entry(); void drawOpa() const; void drawXlu() const; void setDrawCameraType(s32); void setLightType(s32); s32 findExecuterIndex(const char*) const; bool isExecutorEmpty(int index) const { return mExecutors[index]->mNumActors == 0; } /* 0x00 */ MR::Vector< MR::AssignableArray< DrawBufferExecuter* > > mExecutors; /* 0x0C */ MR::Vector< MR::AssignableArray< DrawBufferExecuter* > > mActiveExecutors; /* 0x18 */ s32 mDrawCameraType; /* 0x1C */ s32 mLightType; /* 0x20 */ s32 mLightLoadType; };