text: #pragma once
  
  #include <cfloat>
  
  #include "Runtime/RetroTypes.hpp"
  #include "Runtime/rstl.hpp"
  
  namespace urde {
  class CGuiFrame;
  class CGuiModel;
  class CGuiTextPane;
  class CGuiWidget;
  
  class CHudVisorBeamMenu {
  public:
    enum class EHudVisorBeamMenu { Visor, Beam };
  
  private:
    struct SMenuItem {
      CGuiModel* x0_model_loz = nullptr;
      CGuiModel* x4_model_icon = nullptr;
      float x8_positioner = 0.f;
      float xc_opacity = 0.f;
    };
  
    enum class EAnimPhase { None, Steady, SelectFlash, Animate };
  
    CGuiFrame& x0_baseHud;
    EHudVisorBeamMenu x4_type;
    int x8_selectedItem = 0;
    int xc_pendingSelection = 0;
    float x10_interp = 1.f;
    bool x14_24_visibleDebug : 1 = true;
    bool x14_25_visibleGame : 1 = true;
    bool x14_26_dirty : 1 = true;
    CGuiWidget* x18_basewidget_menu;
    CGuiWidget* x1c_basewidget_menutitle;
    CGuiTextPane* x20_textpane_menu;
    CGuiModel* x24_model_ghost;
    rstl::reserved_vector<SMenuItem, 4> x28_menuItems;
    EAnimPhase x6c_animPhase = EAnimPhase::Steady;
    float x70_ = FLT_EPSILON;
    float x74_ = FLT_EPSILON;
    float x78_textFader = 0.f;
    float x7c_animDur;
    bool x80_24_swapBeamControls : 1;
  
    void UpdateMenuWidgetTransform(size_t idx, CGuiWidget& w, float t);
  
  public:
    CHudVisorBeamMenu(CGuiFrame& baseHud, EHudVisorBeamMenu type, const rstl::reserved_vector<bool, 4>& enables);
    void Update(float dt, bool init);
    void UpdateHudAlpha(float alpha);
    void SetIsVisibleGame(bool v);
    void SetPlayerHas(const rstl::reserved_vector<bool, 4>& enables);
    void SetSelection(int selection, int pending, float interp);
  };
  
  } // namespace urde
  