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StateCreateWorld.h
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StateCreateWorld.h
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#pragma once
#include "4dm.h"
namespace fdm
{
class StateCreateWorld : public State
{
public:
inline static StateCreateWorld* instanceObj = reinterpret_cast<StateCreateWorld*>((base + 0x2BDFD0));
bool updateViewFlag; // 0x8
PAD(0x7);
FontRenderer font; // 0x10
QuadRenderer qr; // 0xB0
Shader* qs; // 0xD8
gui::Interface ui; // 0xE0
gui::Button createButton; // 0x148
gui::Button cancelButton; // 0x1A0
gui::Text worldNameText; // 0x1F8
gui::Text worldSeedText; // 0x250
gui::Text noNameErrorMsg; // 0x2A8
gui::TextInput worldNameInput; // 0x300
gui::TextInput worldSeedInput; // 0x390
gui::CheckBox flatWorldCheckBox; // 0x420
gui::CheckBox caveCheckbox; // 0x478
gui::Slider caveSizeSlider; // 0x4D0
gui::Slider biomeSizeSlider; // 0x528
gui::Slider amplificationSlider; // 0x580
inline static const float maxCaveSizeF = 0.85f;
inline static const int minCaveSize = 10;
inline static const int maxCaveSize = 340;
inline static const int minBiomeSize = 10;
inline static const int maxBiomeSize = 500;
inline static const int minAmplification = NULL;
inline static const int maxAmplification = 500;
StateCreateWorld()
{
reinterpret_cast<void(__thiscall*)(StateCreateWorld* self)>(getFuncAddr((int)Func::StateCreateWorld::StateCreateWorld))(this);
}
void init(StateManager& s) override
{
return reinterpret_cast<void (__thiscall*)(StateCreateWorld* self, StateManager& s)>(getFuncAddr((int)Func::StateCreateWorld::init))(this, s);
}
void close(StateManager& s) override
{
return reinterpret_cast<void (__thiscall*)(StateCreateWorld* self, StateManager& s)>(getFuncAddr((int)Func::StateCreateWorld::close))(this, s);
}
void update(StateManager& s, double dt) override
{
return reinterpret_cast<void (__thiscall*)(StateCreateWorld* self, StateManager& s, double dt)>(getFuncAddr((int)Func::StateCreateWorld::update))(this, s, dt);
}
void render(StateManager& s) override
{
return reinterpret_cast<void (__thiscall*)(StateCreateWorld* self, StateManager& s)>(getFuncAddr((int)Func::StateCreateWorld::render))(this, s);
}
void resume(StateManager& s) override
{
return reinterpret_cast<void (__thiscall*)(StateCreateWorld* self, StateManager& s)>(getFuncAddr((int)Func::StateCreateWorld::resume))(this, s);
}
void mouseInput(StateManager& s, double xpos, double ypos) override
{
return reinterpret_cast<void (__thiscall*)(StateCreateWorld* self, StateManager& s, double xpos, double ypos)>(getFuncAddr((int)Func::StateCreateWorld::mouseInput))(this, s, xpos, ypos);
}
void scrollInput(StateManager& s, double xoffset, double yoffset) override
{
return reinterpret_cast<void (__thiscall*)(StateCreateWorld* self, StateManager& s, double xoffset, double yoffset)>(getFuncAddr((int)Func::StateCreateWorld::scrollInput))(this, s, xoffset, yoffset);
}
void keyInput(StateManager& s, int key, int scancode, int action, int mods) override
{
return reinterpret_cast<void (__thiscall*)(StateCreateWorld* self, StateManager& s, int key, int scancode, int action, int mods)>(getFuncAddr((int)Func::StateCreateWorld::keyInput))(this, s, key, scancode, action, mods);
}
void windowResize(StateManager& s, int width, int height) override
{
return reinterpret_cast<void (__thiscall*)(StateCreateWorld* self, StateManager& s, int width, int height)>(getFuncAddr((int)Func::StateCreateWorld::windowResize))(this, s, width, height);
}
void charInput(StateManager& s, uint32_t codepoint) override
{
return reinterpret_cast<void (__thiscall*)(StateCreateWorld* self, StateManager& s, uint32_t codepoint)>(getFuncAddr((int)Func::StateCreateWorld::charInput))(this, s, codepoint);
}
inline static void createNewWorld(std::vector<Chunk *>* user)
{
return reinterpret_cast<void (__fastcall*)(std::vector<Chunk *>* user)>(getFuncAddr((int)Func::StateCreateWorld::createNewWorld))(user);
}
inline static void viewportCallback(void* user, const glm::ivec4& pos, const glm::ivec2& scroll)
{
return reinterpret_cast<void (__fastcall*)(void* user, const glm::ivec4& pos, const glm::ivec2& scroll)>(getFuncAddr((int)Func::StateCreateWorld::viewportCallback))(user, pos, scroll);
}
inline static void caveCheckboxCallback(void* user, bool checked)
{
return reinterpret_cast<void (__fastcall*)(void* user, bool checked)>(getFuncAddr((int)Func::StateCreateWorld::caveCheckboxCallback))(user, checked);
}
bool handleCreateButton()
{
return reinterpret_cast<bool (__thiscall*)(StateCreateWorld* self)>(getFuncAddr((int)Func::StateCreateWorld::handleCreateButton))(this);
}
};
}