General code cleanup for reset button implementation

This commit is contained in:
LT-Schmiddy 2024-11-26 16:20:47 -05:00
parent 5b0578dd87
commit cdaae070d5
7 changed files with 22 additions and 21 deletions

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@ -14,25 +14,12 @@
#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
#include "debug.h"
void do_reset_game(GameState* this) {
PlayState* play = (PlayState*)this;
gSaveContext.gameMode = GAMEMODE_OWL_SAVE;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_BLACK;
play->nextEntrance = ENTRANCE(CUTSCENE, 0);
gSaveContext.save.cutsceneIndex = 0;
gSaveContext.sceneLayer = 0;
}
RECOMP_PATCH void GameState_Update(GameState* gameState) {
GraphicsContext* gfxCtx = gameState->gfxCtx;
GameState_SetFrameBuffer(gameState->gfxCtx);
if (recomp_should_reset_game()) {
do_reset_game(gameState);
}
gameState->main(gameState);
if (R_PAUSE_BG_PRERENDER_STATE != PAUSE_BG_PRERENDER_PROCESS) {

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@ -4,7 +4,5 @@
#include "patches.h"
#include "patch_helpers.h"
DECLARE_FUNC(bool, recomp_should_reset_game);
#endif

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@ -33,6 +33,15 @@ RECOMP_DECLARE_EVENT(recomp_on_play_main(PlayState* play));
RECOMP_DECLARE_EVENT(recomp_on_play_update(PlayState* play));
RECOMP_DECLARE_EVENT(recomp_after_play_update(PlayState* play));
void do_reset_game(PlayState* play) {
gSaveContext.gameMode = GAMEMODE_OWL_SAVE;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_BLACK;
play->nextEntrance = ENTRANCE(CUTSCENE, 0);
gSaveContext.save.cutsceneIndex = 0;
gSaveContext.sceneLayer = 0;
}
void controls_play_update(PlayState* play) {
gSaveContext.options.zTargetSetting = recomp_get_targeting_mode();
}
@ -42,6 +51,11 @@ RECOMP_PATCH void Play_Main(GameState* thisx) {
static Input* prevInput = NULL;
PlayState* this = (PlayState*)thisx;
if (recomp_should_reset_game()) {
do_reset_game(this);
}
// @recomp_event recomp_on_play_main(PlayState* play): Allow mods to execute code every frame.
recomp_on_play_main(this);
@ -177,6 +191,7 @@ RECOMP_PATCH void Play_Init(GameState* thisx) {
recomp_on_play_init(this);
recomp_set_reset_button_visibility(1);
if ((gSaveContext.respawnFlag == -4) || (gSaveContext.respawnFlag == -0x63)) {
if (CHECK_EVENTINF(EVENTINF_TRIGGER_DAYTELOP)) {
CLEAR_EVENTINF(EVENTINF_TRIGGER_DAYTELOP);
@ -444,9 +459,11 @@ RECOMP_PATCH void Play_Init(GameState* thisx) {
recomp_after_play_init(this);
}
void Play_ClearTransition(PlayState* this);
void Play_DestroyMotionBlur(void);
void ZeldaArena_Cleanup();
RECOMP_PATCH void Play_Destroy(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
GraphicsContext* gfxCtx = this->state.gfxCtx;

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@ -13,5 +13,6 @@ void matrix_play_update(PlayState* play);
void autosave_post_play_update(PlayState* play);
DECLARE_FUNC(void, recomp_set_reset_button_visibility, u8 visibility);
DECLARE_FUNC(bool, recomp_should_reset_game);
#endif

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@ -175,14 +175,12 @@ extern "C" void recomp_set_right_analog_suppressed(uint8_t* rdram, recomp_contex
recomp::set_right_analog_suppressed(suppressed);
}
extern "C" void recomp_should_reset_game(uint8_t* rdram, recomp_context* ctx) {
_return(ctx, should_game_reset.exchange(0x00));
}
extern "C" void recomp_set_reset_button_visibility(uint8_t* rdram, recomp_context* ctx) {
uint8_t storeVal = _arg<0, uint8_t>(rdram, ctx);
std::cout << "Reset Button Visibility: " << std::to_string(storeVal) << "\n";
zelda64::set_reset_button_visibility((bool)storeVal);
}

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@ -1,3 +1,4 @@
#include <iostream>
#include "recomp_ui.h"
#include "recomp_input.h"
#include "zelda_sound.h"
@ -1049,10 +1050,11 @@ public:
throw std::runtime_error("Failed to make RmlUi data model for the game reset button");
}
// Bind the debug mode enabled flag.
// Bind the reset button visibility flag.
reset_game_model_handle = constructor.GetModelHandle();
// Ensuring the flag is set to false on startup.
reset_game_context.reset_button_visibility.store(false);
bind_atomic(constructor, reset_game_model_handle, "reset_button_visibility", &reset_game_context.reset_button_visibility);
}

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@ -2,7 +2,6 @@
#define _CRT_SECURE_NO_WARNINGS
#endif
#include <iostream>
#include <fstream>
#include <filesystem>
#ifdef _WIN32
@ -16,7 +15,6 @@
#include "recomp_input.h"
#include "librecomp/game.hpp"
#include "zelda_config.h"
#include "zelda_game.h"
#include "ui_rml_hacks.hpp"
#include "concurrentqueue.h"