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Generate gamestate overlay table with an include/tables/
header (#1504)
* Generate gamestate overlay table from an include/tables/ header * GameStateIndex -> GameStateId, move to z64.h, add GameStateId enum name field to the gamestate table, adjust and improve gamestate table comment * Shorten zeros in table definition * Generate linker symbols, other suggested changes * GAMESTATE_MAX -> GAMESTATE_ID_MAX like the others
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parent
100576edc9
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47ffb59f68
5 changed files with 66 additions and 38 deletions
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@ -116,24 +116,15 @@ void Graph_InitTHGA(GraphicsContext* gfxCtx) {
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GameStateOverlay* Graph_GetNextGameState(GameState* gameState) {
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void* gameStateInitFunc = GameState_GetInit(gameState);
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if (gameStateInitFunc == Setup_Init) {
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return &gGameStateOverlayTable[0];
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}
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if (gameStateInitFunc == MapSelect_Init) {
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return &gGameStateOverlayTable[1];
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}
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if (gameStateInitFunc == ConsoleLogo_Init) {
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return &gGameStateOverlayTable[2];
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}
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if (gameStateInitFunc == Play_Init) {
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return &gGameStateOverlayTable[3];
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}
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if (gameStateInitFunc == TitleSetup_Init) {
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return &gGameStateOverlayTable[4];
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}
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if (gameStateInitFunc == FileSelect_Init) {
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return &gGameStateOverlayTable[5];
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// Generates code to match gameStateInitFunc to a gamestate entry and returns it if found
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#define DEFINE_GAMESTATE_INTERNAL(typeName, enumName) \
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if (gameStateInitFunc == typeName##_Init) { \
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return &gGameStateOverlayTable[enumName]; \
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}
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#define DEFINE_GAMESTATE(typeName, enumName, name) DEFINE_GAMESTATE_INTERNAL(typeName, enumName)
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#include "tables/gamestate_table.h"
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#undef DEFINE_GAMESTATE
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#undef DEFINE_GAMESTATE_INTERNAL
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LOG_ADDRESS("game_init_func", gameStateInitFunc, "../graph.c", 696);
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return NULL;
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@ -421,16 +412,14 @@ void Graph_ThreadEntry(void* arg0) {
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GraphicsContext gfxCtx;
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GameState* gameState;
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u32 size;
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GameStateOverlay* nextOvl;
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GameStateOverlay* nextOvl = &gGameStateOverlayTable[GAMESTATE_SETUP];
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GameStateOverlay* ovl;
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char faultMsg[0x50];
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nextOvl = &gGameStateOverlayTable[0];
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osSyncPrintf("グラフィックスレッド実行開始\n"); // "Start graphic thread execution"
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Graph_Init(&gfxCtx);
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while (nextOvl) {
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while (nextOvl != NULL) {
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ovl = nextOvl;
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Overlay_LoadGameState(ovl);
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