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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
This commit is contained in:
Tharo 2023-07-04 17:36:55 +01:00 committed by GitHub
parent 100576edc9
commit 47ffb59f68
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GPG key ID: 4AEE18F83AFDEB23
5 changed files with 66 additions and 38 deletions

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@ -116,24 +116,15 @@ void Graph_InitTHGA(GraphicsContext* gfxCtx) {
GameStateOverlay* Graph_GetNextGameState(GameState* gameState) {
void* gameStateInitFunc = GameState_GetInit(gameState);
if (gameStateInitFunc == Setup_Init) {
return &gGameStateOverlayTable[0];
}
if (gameStateInitFunc == MapSelect_Init) {
return &gGameStateOverlayTable[1];
}
if (gameStateInitFunc == ConsoleLogo_Init) {
return &gGameStateOverlayTable[2];
}
if (gameStateInitFunc == Play_Init) {
return &gGameStateOverlayTable[3];
}
if (gameStateInitFunc == TitleSetup_Init) {
return &gGameStateOverlayTable[4];
}
if (gameStateInitFunc == FileSelect_Init) {
return &gGameStateOverlayTable[5];
// Generates code to match gameStateInitFunc to a gamestate entry and returns it if found
#define DEFINE_GAMESTATE_INTERNAL(typeName, enumName) \
if (gameStateInitFunc == typeName##_Init) { \
return &gGameStateOverlayTable[enumName]; \
}
#define DEFINE_GAMESTATE(typeName, enumName, name) DEFINE_GAMESTATE_INTERNAL(typeName, enumName)
#include "tables/gamestate_table.h"
#undef DEFINE_GAMESTATE
#undef DEFINE_GAMESTATE_INTERNAL
LOG_ADDRESS("game_init_func", gameStateInitFunc, "../graph.c", 696);
return NULL;
@ -421,16 +412,14 @@ void Graph_ThreadEntry(void* arg0) {
GraphicsContext gfxCtx;
GameState* gameState;
u32 size;
GameStateOverlay* nextOvl;
GameStateOverlay* nextOvl = &gGameStateOverlayTable[GAMESTATE_SETUP];
GameStateOverlay* ovl;
char faultMsg[0x50];
nextOvl = &gGameStateOverlayTable[0];
osSyncPrintf("グラフィックスレッド実行開始\n"); // "Start graphic thread execution"
Graph_Init(&gfxCtx);
while (nextOvl) {
while (nextOvl != NULL) {
ovl = nextOvl;
Overlay_LoadGameState(ovl);