mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp.git
synced 2026-04-28 05:01:39 +00:00
Formatting & a couple comments.
This commit is contained in:
parent
525feeed60
commit
bb574ac2e7
5 changed files with 7 additions and 2 deletions
|
|
@ -77,7 +77,7 @@
|
||||||
class="icon-button"
|
class="icon-button"
|
||||||
onclick="open_reset_game_prompt"
|
onclick="open_reset_game_prompt"
|
||||||
id="config__reset_game-button"
|
id="config__reset_game-button"
|
||||||
data-if="reset_button_visibility"
|
data-if="reset_button_visibility"
|
||||||
>
|
>
|
||||||
<svg src="icons/Reset.svg" />
|
<svg src="icons/Reset.svg" />
|
||||||
</button>
|
</button>
|
||||||
|
|
|
||||||
|
|
@ -76,6 +76,8 @@ RECOMP_PATCH void FileSelect_Init(GameState* thisx) {
|
||||||
FileSelectState* this = (FileSelectState*)thisx;
|
FileSelectState* this = (FileSelectState*)thisx;
|
||||||
size_t size;
|
size_t size;
|
||||||
|
|
||||||
|
// @recomp indicates that the titlescreen has ended.
|
||||||
|
// The game reset button will now be controlled exclusively by the PlayState
|
||||||
recomp_set_in_title_sequence(false);
|
recomp_set_in_title_sequence(false);
|
||||||
|
|
||||||
GameState_SetFramerateDivisor(&this->state, 1);
|
GameState_SetFramerateDivisor(&this->state, 1);
|
||||||
|
|
|
||||||
|
|
@ -477,6 +477,7 @@ RECOMP_PATCH void Play_Destroy(GameState* thisx) {
|
||||||
PlayState* this = (PlayState*)thisx;
|
PlayState* this = (PlayState*)thisx;
|
||||||
GraphicsContext* gfxCtx = this->state.gfxCtx;
|
GraphicsContext* gfxCtx = this->state.gfxCtx;
|
||||||
|
|
||||||
|
// @recomp hide the reset button when the PlayState is destroyed.
|
||||||
recomp_set_reset_button_visibility(0);
|
recomp_set_reset_button_visibility(0);
|
||||||
|
|
||||||
if (sBombersNotebookOpen) {
|
if (sBombersNotebookOpen) {
|
||||||
|
|
|
||||||
|
|
@ -34,5 +34,7 @@ RECOMP_PATCH void TitleSetup_Init(GameState* thisx) {
|
||||||
gSaveContext.respawn[RESPAWN_MODE_DEKU].entrance = 0xFF;
|
gSaveContext.respawn[RESPAWN_MODE_DEKU].entrance = 0xFF;
|
||||||
gSaveContext.respawn[RESPAWN_MODE_HUMAN].entrance = 0xFF;
|
gSaveContext.respawn[RESPAWN_MODE_HUMAN].entrance = 0xFF;
|
||||||
|
|
||||||
|
// @recomp the game reset button shouldn't be shown during the title sequence,
|
||||||
|
// despite the fact that a PlayState is initialized.
|
||||||
recomp_set_in_title_sequence(true);
|
recomp_set_in_title_sequence(true);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1020,7 +1020,7 @@ struct UIContext {
|
||||||
current_document->GetElementsByTagName(tabs, "tab");
|
current_document->GetElementsByTagName(tabs, "tab");
|
||||||
for (const auto& tab : tabs) {
|
for (const auto& tab : tabs) {
|
||||||
tab->SetProperty("nav-down", "#" + id);
|
tab->SetProperty("nav-down", "#" + id);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void update_prompt_loop(void) {
|
void update_prompt_loop(void) {
|
||||||
|
|
|
||||||
Loading…
Add table
Reference in a new issue