#include "gameui/CGWorldFrame.hpp" #include "gx/Transform.hpp" #include #include CGWorldFrame* CGWorldFrame::s_currentWorldFrame = nullptr; CGWorldFrame::CGWorldFrame(CSimpleFrame* parent) : CSimpleFrame(parent) { // TODO s_currentWorldFrame = this; } void CGWorldFrame::OnFrameRender(CRenderBatch* batch, uint32_t layer) { CSimpleFrame::OnFrameRender(batch, layer); if (!layer) { batch->QueueCallback(&CGWorldFrame::RenderWorld, this); } } CSimpleFrame* CGWorldFrame::Create(CSimpleFrame* parent) { // TODO: Data = CDataAllocator__GetData(0, ".?AVCGWorldFrame@@", -2); auto m = SMemAlloc(sizeof(CGWorldFrame), __FILE__, __LINE__, 0); return m ? (new (m) CGWorldFrame(parent)) : nullptr; } void CGWorldFrame::RenderWorld(void* param) { C44Matrix saved_proj; GxXformProjection(saved_proj); C44Matrix saved_view; GxXformView(saved_view); CGWorldFrame::OnWorldUpdate(); CGWorldFrame::OnWorldRender(); //PlayerNameRenderWorldText(); GxXformSetProjection(saved_proj); GxXformSetView(saved_view); } void CGWorldFrame::OnWorldUpdate() { } void CGWorldFrame::OnWorldRender() { }