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Rename game states (#1294)

* `TitleSetup` -> `Setup`

* `Title` -> `ConsoleLogo`

* `Opening` -> `TitleSetup`

* `FileChoose` -> `FileSelect`

* `Select` -> `MapSelect`

* prenmi/sample `Context` -> `State`

* Revert filename changes

* .

* setupstate cleanup

* Oops, `GameState` -> `SetupState`
This commit is contained in:
Dragorn421 2022-06-23 14:34:26 -07:00 committed by GitHub
parent 81ab6fe831
commit e16779cc33
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GPG key ID: 4AEE18F83AFDEB23
18 changed files with 571 additions and 579 deletions

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@ -102,22 +102,22 @@ void Graph_InitTHGA(GraphicsContext* gfxCtx) {
GameStateOverlay* Graph_GetNextGameState(GameState* gameState) {
void* gameStateInitFunc = GameState_GetInit(gameState);
if (gameStateInitFunc == TitleSetup_Init) {
if (gameStateInitFunc == Setup_Init) {
return &gGameStateOverlayTable[0];
}
if (gameStateInitFunc == Select_Init) {
if (gameStateInitFunc == MapSelect_Init) {
return &gGameStateOverlayTable[1];
}
if (gameStateInitFunc == Title_Init) {
if (gameStateInitFunc == ConsoleLogo_Init) {
return &gGameStateOverlayTable[2];
}
if (gameStateInitFunc == Play_Init) {
return &gGameStateOverlayTable[3];
}
if (gameStateInitFunc == Opening_Init) {
if (gameStateInitFunc == TitleSetup_Init) {
return &gGameStateOverlayTable[4];
}
if (gameStateInitFunc == FileChoose_Init) {
if (gameStateInitFunc == FileSelect_Init) {
return &gGameStateOverlayTable[5];
}
@ -385,14 +385,14 @@ void Graph_Update(GraphicsContext* gfxCtx, GameState* gameState) {
if (gIsCtrlr2Valid && CHECK_BTN_ALL(gameState->input[0].press.button, BTN_Z) &&
CHECK_BTN_ALL(gameState->input[0].cur.button, BTN_L | BTN_R)) {
gSaveContext.gameMode = 0;
SET_NEXT_GAMESTATE(gameState, Select_Init, SelectContext);
SET_NEXT_GAMESTATE(gameState, MapSelect_Init, MapSelectState);
gameState->running = false;
}
if (gIsCtrlr2Valid && PreNmiBuff_IsResetting(gAppNmiBufferPtr) && !gameState->unk_A0) {
// "To reset mode"
osSyncPrintf(VT_COL(YELLOW, BLACK) "PRE-NMIによりリセットモードに移行します\n" VT_RST);
SET_NEXT_GAMESTATE(gameState, PreNMI_Init, PreNMIContext);
SET_NEXT_GAMESTATE(gameState, PreNMI_Init, PreNMIState);
gameState->running = false;
}
}