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GScreenClass.h
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#pragma once
#include <YRPPCore.h>
#include <Interfaces.h>
#include <Helpers/CompileTime.h>
class NOVTABLE GScreenClass : public IGameMap
{
public:
//Static
static constexpr constant_ptr<GScreenClass, 0x87F7E8u> const Instance{};
//IUnknown
virtual HRESULT __stdcall QueryInterface(REFIID iid, void** ppvObject) R0;
virtual ULONG __stdcall AddRef() R0;
virtual ULONG __stdcall Release() R0;
//IGameMap
//Destructor
virtual ~GScreenClass() RX;
//GScreenClass
virtual void One_Time() RX;
virtual void vt_entry_18() RX;
virtual void Init_Clear() RX;
virtual void vt_entry_20() RX;
virtual void GetInputAndUpdate(DWORD* outKeyCode, int* outMouseX, int* outMouseY) RX;
virtual void Update(const int& keyCode, const Point2D& mouseCoords) RX;
virtual bool vt_entry_2C(DWORD dwUnk) R0;
virtual bool vt_entry_30(DWORD dwUnk) R0;
virtual bool vt_entry_34(DWORD dwUnk) R0;
virtual void MarkNeedsRedraw(int dwUnk) RX;
virtual void DrawOnTop() RX;
virtual void Draw(DWORD dwUnk) RX;
virtual void vt_entry_44() RX;
virtual bool SetCursor(MouseCursorType idxCursor, bool miniMap) = 0;
virtual bool UpdateCursor(MouseCursorType idxCursor, bool miniMap) = 0;
virtual bool RestoreCursor() = 0;
virtual void UpdateCursorMinimapState(bool miniMap) = 0;
protected:
//Constuctor
GScreenClass() {} //don't need this
//===========================================================================
//===== Properties ==========================================================
//===========================================================================
public:
int ScreenShakeX;
int ScreenShakeY;
int unknown_int_0C; //default is 2
};