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Document enum PauseState game over parts (#2283)

* [document] `enum PauseState`, game over parts

* apply Jenkins fixes (automatic code formatting)

also, as previously, i've rerun the "make" to check integrity

* add `PAUSE_STATE_GAME_OVER_*` comments

in case it helps to rename them later, if the need ever arises

* improve `PAUSE_STATE_GAME_OVER_SAVE_*` comments

also i've noticed, that `z64pause.h` doesn't comply fully with the `.clang-format`

temporary changing a couple of setting to
- ColumnLimit: 0
- AlignTrailingComments: false
fixes the issue. i don't want to push unrelated formatting here

* remove redundant comments

https://github.com/zeldaret/oot/pull/2283#discussion_r1827652667

* apply PR naming suggestions

reverified with
> `check_format.py ...`
> `make ...`
This commit is contained in:
Leonid Kapitonov 2024-11-15 09:37:10 +01:00 committed by GitHub
commit e46fcbdbc9
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5 changed files with 48 additions and 43 deletions

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@ -63,22 +63,22 @@ typedef enum PauseState {
/* 5 */ PAUSE_STATE_OPENING_2, // Finish some animations for opening the menu.
/* 6 */ PAUSE_STATE_MAIN, // Pause menu ready for player inputs.
/* 7 */ PAUSE_STATE_SAVE_PROMPT, // Save prompt in the pause menu
/* 8 */ PAUSE_STATE_8,
/* 9 */ PAUSE_STATE_9,
/* 10 */ PAUSE_STATE_10,
/* 11 */ PAUSE_STATE_11,
/* 12 */ PAUSE_STATE_12,
/* 13 */ PAUSE_STATE_13,
/* 14 */ PAUSE_STATE_14,
/* 15 */ PAUSE_STATE_15,
/* 16 */ PAUSE_STATE_16,
/* 17 */ PAUSE_STATE_17,
/* 8 */ PAUSE_STATE_GAME_OVER_START,
/* 9 */ PAUSE_STATE_GAME_OVER_WAIT_BG_PRERENDER,
/* 10 */ PAUSE_STATE_GAME_OVER_INIT,
/* 11 */ PAUSE_STATE_GAME_OVER_SHOW_MESSAGE,
/* 12 */ PAUSE_STATE_GAME_OVER_WINDOW_DELAY,
/* 13 */ PAUSE_STATE_GAME_OVER_SHOW_WINDOW, // Show background and animate
/* 14 */ PAUSE_STATE_GAME_OVER_SAVE_PROMPT, // Ask "Would you like to save?", apply the choice
/* 15 */ PAUSE_STATE_GAME_OVER_SAVED, // Show "Game saved.", wait for the delay or input
/* 16 */ PAUSE_STATE_GAME_OVER_CONTINUE_PROMPT, // Ask "Continue playing?"
/* 17 */ PAUSE_STATE_GAME_OVER_FINISH, // Fade out, then apply the choice
/* 18 */ PAUSE_STATE_CLOSING, // Animate the pause menu closing
/* 19 */ PAUSE_STATE_RESUME_GAMEPLAY // Handles returning to normal gameplay once the pause menu is visually closed
} PauseState;
#define IS_PAUSE_STATE_GAMEOVER(pauseCtx) \
(((pauseCtx)->state >= PAUSE_STATE_8) && ((pauseCtx)->state <= PAUSE_STATE_17))
(((pauseCtx)->state >= PAUSE_STATE_GAME_OVER_START) && ((pauseCtx)->state <= PAUSE_STATE_GAME_OVER_FINISH))
#define IS_PAUSED(pauseCtx) \
(((pauseCtx)->state != PAUSE_STATE_OFF) || ((pauseCtx)->debugState != 0))