mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-12-23 11:31:57 +01:00
Hides the reset button in the launcher and in the main menu.
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parent
f3ba1ce5d6
commit
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@ -72,11 +72,12 @@
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<template src="config-menu__debug" />
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</panel>
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</tabset>
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<div class="config__icon-buttons">
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<div data-model="game_reset_model" class="config__icon-buttons">
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<button
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class="icon-button"
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onclick="open_reset_game_prompt"
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id="config__reset_game-button"
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data-if="reset_button_visibility"
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>
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<svg src="icons/Reset.svg" />
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</button>
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@ -89,6 +89,8 @@ namespace zelda64 {
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void open_quit_game_prompt();
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void open_reset_game_prompt();
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void set_reset_button_visibility(bool enabled);
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};
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#endif
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@ -1,5 +1,7 @@
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#ifndef __ZELDA_GAME_H__
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#define __ZELDA_GAME_H__
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#include <stdint.h>
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#include <atomic>
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namespace zelda64 {
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// Quicksaving is disabled for now:
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@ -26,6 +26,7 @@
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#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
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#include "debug.h"
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extern Input D_801F6C18;
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RECOMP_DECLARE_EVENT(recomp_on_play_main(PlayState* play));
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@ -174,6 +175,7 @@ RECOMP_PATCH void Play_Init(GameState* thisx) {
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// @recomp_event recomp_on_play_init(PlayState* this): A new PlayState is being initialized.
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recomp_on_play_init(this);
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recomp_set_reset_button_visibility(1);
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if ((gSaveContext.respawnFlag == -4) || (gSaveContext.respawnFlag == -0x63)) {
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if (CHECK_EVENTINF(EVENTINF_TRIGGER_DAYTELOP)) {
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@ -441,3 +443,74 @@ RECOMP_PATCH void Play_Init(GameState* thisx) {
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// @recomp_event recomp_after_play_init(PlayState* this): The new PlayState has finished initializing.
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recomp_after_play_init(this);
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}
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void Play_ClearTransition(PlayState* this);
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void Play_DestroyMotionBlur(void);
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void ZeldaArena_Cleanup();
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RECOMP_PATCH void Play_Destroy(GameState* thisx) {
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PlayState* this = (PlayState*)thisx;
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GraphicsContext* gfxCtx = this->state.gfxCtx;
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recomp_set_reset_button_visibility(0);
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if (sBombersNotebookOpen) {
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MsgEvent_SendNullTask();
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SysCfb_SetLoResMode();
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gfxCtx->curFrameBuffer = SysCfb_GetFramebuffer(gfxCtx->framebufferIndex % 2);
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gfxCtx->zbuffer = SysCfb_GetZBuffer();
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gfxCtx->viMode = gActiveViMode;
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gfxCtx->viConfigFeatures = gViConfigFeatures;
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gfxCtx->xScale = gViConfigXScale;
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gfxCtx->yScale = gViConfigYScale;
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gfxCtx->updateViMode = true;
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sBombersNotebookOpen = false;
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}
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BombersNotebook_Destroy(&sBombersNotebook);
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this->state.gfxCtx->callback = NULL;
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this->state.gfxCtx->callbackArg = NULL;
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Play_DestroyMotionBlur();
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if (R_PAUSE_BG_PRERENDER_STATE != PAUSE_BG_PRERENDER_OFF) {
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PreRender_ApplyFiltersSlowlyDestroy(&this->pauseBgPreRender);
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R_PAUSE_BG_PRERENDER_STATE = PAUSE_BG_PRERENDER_OFF;
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}
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R_PICTO_PHOTO_STATE = PICTO_PHOTO_STATE_OFF;
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PreRender_Destroy(&this->pauseBgPreRender);
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this->unk_18E58 = NULL;
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this->pictoPhotoI8 = NULL;
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this->unk_18E60 = NULL;
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this->unk_18E64 = NULL;
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this->unk_18E68 = NULL;
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Effect_DestroyAll(this);
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EffectSS_Clear(this);
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CollisionCheck_DestroyContext(this, &this->colChkCtx);
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if (gTransitionTileState == TRANS_TILE_READY) {
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TransitionTile_Destroy(&sTransitionTile);
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gTransitionTileState = TRANS_TILE_OFF;
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}
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if ((this->transitionMode == TRANS_MODE_INSTANCE_RUNNING) || D_801D0D54) {
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this->transitionCtx.destroy(&this->transitionCtx.instanceData);
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Play_ClearTransition(this);
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this->transitionMode = TRANS_MODE_OFF;
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}
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ShrinkWindow_Destroy();
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TransitionFade_Destroy(&this->unk_18E48);
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VisMono_Destroy(&sPlayVisMono);
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VisFbuf_Destroy(sPlayVisFbufInstance);
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sPlayVisFbufInstance = NULL;
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if (CHECK_WEEKEVENTREG(WEEKEVENTREG_92_80)) {
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Actor_CleanupContext(&this->actorCtx, this);
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}
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CLEAR_WEEKEVENTREG(WEEKEVENTREG_92_80);
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Interface_Destroy(this);
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KaleidoScopeCall_Destroy(this);
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KaleidoManager_Destroy();
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ZeldaArena_Cleanup();
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}
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@ -2,6 +2,7 @@
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#define __PLAY_PATCHES_H__
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#include "patches.h"
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#include "patch_helpers.h"
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void debug_play_update(PlayState* play);
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void camera_pre_play_update(PlayState* play);
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@ -11,4 +12,6 @@ void analog_cam_post_play_update(PlayState* play);
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void matrix_play_update(PlayState* play);
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void autosave_post_play_update(PlayState* play);
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DECLARE_FUNC(void, recomp_set_reset_button_visibility, u8 visibility);
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#endif
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@ -45,3 +45,4 @@ recomp_high_precision_fb_enabled = 0x8F0000A8;
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recomp_get_resolution_scale = 0x8F0000AC;
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recomp_get_analog_inverted_axes = 0x8F0000B0;
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recomp_should_reset_game = 0x8F0000B4;
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recomp_set_reset_button_visibility = 0x8F0000B8;
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@ -1,4 +1,5 @@
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#include <cmath>
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#include <iostream>
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#include "librecomp/recomp.h"
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#include "librecomp/overlays.hpp"
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@ -178,3 +179,10 @@ extern "C" void recomp_set_right_analog_suppressed(uint8_t* rdram, recomp_contex
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extern "C" void recomp_should_reset_game(uint8_t* rdram, recomp_context* ctx) {
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_return(ctx, should_game_reset.exchange(0x00));
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}
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extern "C" void recomp_set_reset_button_visibility(uint8_t* rdram, recomp_context* ctx) {
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uint8_t storeVal = _arg<0, uint8_t>(rdram, ctx);
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std::cout << "Reset Button Visibility: " << std::to_string(storeVal) << "\n";
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zelda64::set_reset_button_visibility((bool)storeVal);
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}
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@ -16,6 +16,7 @@ Rml::DataModelHandle general_model_handle;
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Rml::DataModelHandle controls_model_handle;
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Rml::DataModelHandle graphics_model_handle;
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Rml::DataModelHandle sound_options_model_handle;
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Rml::DataModelHandle reset_game_model_handle;
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recompui::PromptContext prompt_context;
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@ -529,6 +530,18 @@ void recompui::update_rml_display_refresh_rate() {
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DebugContext debug_context;
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struct ResetGameContext {
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std::atomic<bool> reset_button_visibility;
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};
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ResetGameContext reset_game_context;
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void zelda64::set_reset_button_visibility(bool enabled) {
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reset_game_context.reset_button_visibility.store(enabled);
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if (reset_game_model_handle) {
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reset_game_model_handle.DirtyVariable("reset_button_visibility");
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}
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}
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class ConfigMenu : public recompui::MenuController {
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public:
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ConfigMenu() {
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@ -1030,6 +1043,19 @@ public:
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prompt_context.model_handle = constructor.GetModelHandle();
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}
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void make_game_reset_bindings(Rml::Context* context) {
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Rml::DataModelConstructor constructor = context->CreateDataModel("game_reset_model");
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if (!constructor) {
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throw std::runtime_error("Failed to make RmlUi data model for the game reset button");
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}
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// Bind the debug mode enabled flag.
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reset_game_model_handle = constructor.GetModelHandle();
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bind_atomic(constructor, reset_game_model_handle, "reset_button_visibility", &reset_game_context.reset_button_visibility);
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}
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void make_bindings(Rml::Context* context) override {
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// initially set cont state for ui help
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recomp::config_menu_set_cont_or_kb(recompui::get_cont_active());
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@ -1040,6 +1066,7 @@ public:
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make_sound_options_bindings(context);
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make_debug_bindings(context);
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make_prompt_bindings(context);
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make_game_reset_bindings(context);
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}
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};
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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#include <iostream>
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#include <fstream>
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#include <filesystem>
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#ifdef _WIN32
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@ -15,6 +16,7 @@
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#include "recomp_input.h"
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#include "librecomp/game.hpp"
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#include "zelda_config.h"
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#include "zelda_game.h"
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#include "ui_rml_hacks.hpp"
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#include "concurrentqueue.h"
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