Files
bigmak94andClaude Opus 5.5 4b395efe5c Add the Petari decompilation (SMGCommunity/Petari@0a5c660)
The sources of Petari (https://github.com/SMGCommunity/Petari), the
Super Mario Galaxy decompilation by the SMGCommunity, at commit
0a5c6608dc3b4c44a9aa68c2535d1793dc565f02, unchanged but for LF line
endings: LICENSE (as LICENSE-Petari.txt; CC0 1.0), include/, libs/ and
src/.  Left out: the game data Petari keeps from the original
executable, the error message archive (include/Game/System/
ErrorArchive.hpp) and two tables (src/Game/System/GalaxyID.bcsv and
StoryEvent.bcsv); GalaxyQuest's converter takes them from the player's
own disc.  The port's changes follow in the next commit, so
`git diff petari-base -- decomp` shows them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 01:59:38 +02:00

84 lines
3.1 KiB
C++

#pragma once
#include "Game/Screen/LayoutActor.hpp"
#include "Game/System/NerveExecutor.hpp"
class BatteryInfo : public NerveExecutor {
public:
/// @brief Creates a new `BatteryInfo`.
/// @param pHost The pointer to the owning actor instance.
/// @param pPaneName The pointer to the null-terminated name of the pane.
/// @param channel The handle to the Wii Remote.
BatteryInfo(LayoutActor* pHost, const char* pPaneName, int channel);
/// @brief Updates the object when the popup is hidden for a sufficient battery level.
void exeEnought();
/// @brief Updates the object when the popup for a low battery level is transitioning on screen.
void exeLowAppear();
/// @brief Updates the object when the popup for a low battery level is idle.
void exeLow();
/// @brief Updates the object when the popup for a low battery level is transitioning off screen.
void exeLowDisappear();
/// @brief Updates the object when the popup for a low battery is hidden.
void exeLowHide();
void exeDisappear();
/// @brief Updates the object when the popup for a critical battery level is transitioning on screen.
void exeCriticalAppear();
/// @brief Updates the object when the popup for a critical battery level is idle.
void exeCritical();
/// @brief Updates the object when the popup for a depleted battery level is transitioning on screen.
void exeNoneAppear();
/// @brief Updates the object when the popup for a depleted battery level is idle.
void exeNone();
/// @brief Updates the object when the popup for a depleted battery level is transitioning off screen.
void exeNoneDisappear();
/// @brief Updates the object when the popup for a depleted battery level is hidden.
void exeNoneHide();
/// @brief Plays the given animation and transitions from the working nerve action into the given nerve action once the animation has stopped.
/// @param pAnimName The pointer to the null-terminated name of the animation.
/// @param pNerve The pointer to the new nerve action.
/// @return `true` if the new nerve action was set, `false` otherwise.
bool exeStartAnimAndSetNerveIfStopped(const char* pAnimName, const Nerve* pNerve);
/// @brief Transitions from the working nerve action into a suitable nerve action, if the battery level changes while the popup is idle.
/// @return `true` if a new nerve action was set, `false` otherwise.
bool tryChangeNerveWithBatteryLeftAlreadyAppear();
private:
/// @brief The pointer to the owning actor instance.
/* 0x08 */ LayoutActor* mHost;
/// @brief The pointer to the null-terminated name of the pane.
/* 0x0C */ const char* mPaneName;
/// @brief The handle to the Wii Remote.
/* 0x10 */ int mChannel;
};
/// @brief The actor for the popup warning the player about their Wii Remote's battery level.
class BatteryLayout : public LayoutActor {
public:
/// @brief Creates a new `BatteryLayout`.
BatteryLayout();
virtual void init(const JMapInfoIter& rIter);
virtual void appear();
virtual void control();
private:
/* 0x20 */ BatteryInfo* mInfo1P;
/* 0x24 */ BatteryInfo* mInfo2P;
};