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StateCredits.h
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StateCredits.h
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#pragma once
#include "4dm.h"
namespace fdm
{
class StateCredits : public State
{
public:
inline static StateCredits* instanceObj = reinterpret_cast<StateCredits*>((base + 0x278BA0));
glm::mat4 projection2D; // 0x8
float yOffset; // 0x48
PAD(0x4);
FontRenderer font; // 0x50
QuadRenderer qr; // 0xF0
Shader* qs; // 0x118
std::vector<Tex2D> supporters; // 0x120
std::vector<Tex2D> hyperSupporters; // 0x138
void init(StateManager& s) override
{
return reinterpret_cast<void (__thiscall*)(StateCredits* self, StateManager& s)>(getFuncAddr((int)Func::StateCredits::init))(this, s);
}
void update(StateManager& s, double dt) override
{
return reinterpret_cast<void (__thiscall*)(StateCredits* self, StateManager& s, double dt)>(getFuncAddr((int)Func::StateCredits::update))(this, s, dt);
}
void render(StateManager& s) override
{
return reinterpret_cast<void (__thiscall*)(StateCredits* self, StateManager& s)>(getFuncAddr((int)Func::StateCredits::render))(this, s);
}
void windowResize(StateManager& s, int width, int height) override
{
return reinterpret_cast<void (__thiscall*)(StateCredits* self, StateManager& s, int width, int height)>(getFuncAddr((int)Func::StateCredits::windowResize))(this, s, width, height);
}
void keyInput(StateManager& s, int key, int scancode, int action, int mods) override
{
return reinterpret_cast<void (__thiscall*)(StateCredits* self, StateManager& s, int key, int scancode, int action, int mods)>(getFuncAddr((int)Func::StateCredits::keyInput))(this, s, key, scancode, action, mods);
}
void updateProjection(int width, int height)
{
return reinterpret_cast<void (__thiscall*)(StateCredits* self, int width, int height)>(getFuncAddr((int)Func::StateCredits::updateProjection))(this, width, height);
}
};
}