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GameFrameworkNx: Add member variables #141

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Jul 25, 2024
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38 changes: 36 additions & 2 deletions include/framework/nx/seadGameFrameworkNx.h
Original file line number Diff line number Diff line change
@@ -1,17 +1,37 @@
#pragma once

#include <framework/seadGameFramework.h>
#include <gfx/seadFrameBuffer.h>
#include <math/seadVector.h>
#include <nvn/nvn.h>
#include <thread/seadThread.h>

namespace sead
{
class DisplayBufferNvn;
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I'm unsure if I prefer this over just an include though I don't think that should block this PR, @leoetlino I would like your opinion

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I just did that from habit since we do that for smo

namespace nn
{
namespace mem
{
class StandardAllocator;
}
namespace vi
{
class Layer;
}
} // namespace nn

class GameFrameworkNx : public GameFramework
{
SEAD_RTTI_OVERRIDE(GameFrameworkNx, GameFramework)
public:
struct CreateArg;
struct CreateArg
{
s32 mVBlankWaitInterval;
char _8[68];
};

static_assert(sizeof(CreateArg) == 0x48);

GameFrameworkNx(const CreateArg&);
~GameFrameworkNx() override;
Expand Down Expand Up @@ -42,7 +62,21 @@ class GameFrameworkNx : public GameFramework
float calcFps();
void setCaption(const SafeString&);

// missing member variables
private:
CreateArg mCreateArg;
char _E8[8];
u64 mSystemTick;
FrameBuffer* mMethodFrameBuffer;
LogicalFrameBuffer mMethodLogicalFrameBuffer;
char _120[8];
DisplayBufferNvn* mDisplayBuffer;
char _130[72];
nn::mem::StandardAllocator* mGraphicsDevToolsAllocator;
char _180[40];
nn::vi::Layer* mDisplay;
char _1B0[96];
};

static_assert(sizeof(GameFrameworkNx) == 0x210);

} // namespace sead
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