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#include "KingSystem/ActorSystem/actActorParam.h"
#include <basis/seadRawPrint.h>
#include <prim/seadScopedLock.h>
namespace ksys::act {
ActorParam::Resources ActorParam::sDummyResources;
void ActorParam::resetDummyResources() {
sDummyResources = {};
}
ActorParam::ActorParam() {
mRes = {};
mNumHandles = {};
mEvent.resetSignal();
}
ActorParam::~ActorParam() {
deleteData();
}
void ActorParam::deleteData() {
auto lock = sead::makeScopedLock(mCS);
if (mActorName.isEmpty())
return;
for (size_t i = 0; i < mNumHandles.size(); ++i) {
for (s32 handle_idx = 0; handle_idx < mNumHandles[i]; ++handle_idx)
mHandles[i][handle_idx].requestUnload();
mNumHandles[i] = 0;
}
deleteResHandles();
mActorName = "";
mRefCount = 0;
_a = 0;
mRes = {};
mEvent.resetSignal();
}
void ActorParam::deleteResHandles() {
for (auto& handles : mHandles)
handles.freeBuffer();
}
bool ActorParam::isDummyParam(res::ActorLink::Users::User user) const {
return mRes.mActorLink->getUsers().getUserName(user) == "Dummy";
}
void ActorParam::allocResHandles(sead::Heap* heap, u32 buffer_idx, s32 count) {
SEAD_ASSERT(buffer_idx == 0 || buffer_idx == 1);
mHandles[buffer_idx].allocBufferAssert(count, heap);
mNumHandles[buffer_idx] = 0;
}
s32 ActorParam::incrementRef() {
auto lock = sead::makeScopedLock(mCS);
return ++mRefCount;
}
s32 ActorParam::decrementRef() {
auto lock = sead::makeScopedLock(mCS);
if (mActorName.isEmpty())
return 0;
if (--mRefCount == 0)
deleteData();
return mRefCount;
}
void ActorParam::setEventSignal() {
mEvent.setSignal();
}
void ActorParam::waitForEvent() {
mEvent.wait();
}
bool ActorParam::isSignalSet() const {
return mEvent.isSignalSet();
}
res::Handle* ActorParam::allocHandle() {
const auto idx = mNumHandles[mActiveBufferIdx];
++mNumHandles[mActiveBufferIdx];
return &mHandles[mActiveBufferIdx][idx];
}
void ActorParam::freeLastHandle() {
--mNumHandles[mActiveBufferIdx];
}
void ActorParam::setResource(ResourceType type, ParamIO* param_io) {
const auto idx = u32(type);
mRes.mArray[idx] = param_io;
param_io->setIndex(idx);
}
bool ActorParam::setPriority(const sead::SafeString& priority) {
if (priority == "PlayerBefore") {
mPriority = Priority::PlayerBefore;
return true;
}
if (priority == "Player") {
mPriority = Priority::Player;
return true;
}
if (priority == "PlayerAfter") {
mPriority = Priority::PlayerAfter;
return true;
}
if (priority == "AllAfter") {
mPriority = Priority::AllAfter;
return true;
}
return false;
}
} // namespace ksys::act
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