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authorLéo Lam <leo@leolam.fr>2026-09-28 03:39:31 +0200
committerLéo Lam <leo@leolam.fr>2026-10-06 03:19:39 +0200
commit98f0c80f1d0b9d3ca19f0b38efcb597ee65d9dc0 (patch)
treec05c560af93ab2944f0f565665bd12b9a8bdd07f /src/Game
parent6442a24670f69f73aaafb925b625e58aeac8e842 (diff)
The task and thread families are plain ksys::
They link in the same block as the plain-ksys:: Message family. getItemValue and applyScreenFade sit in engine UI TUs, hence ksys::ui. (AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
Diffstat (limited to 'src/Game')
-rw-r--r--src/Game/Actor/Query/queryHasPorchArrow.cpp8
-rw-r--r--src/Game/Actor/Query/queryHasPorchItem.cpp4
-rw-r--r--src/Game/UI/uiFadeProgress.cpp3
-rw-r--r--src/Game/UI/uiUtils.h5
4 files changed, 8 insertions, 12 deletions
diff --git a/src/Game/Actor/Query/queryHasPorchArrow.cpp b/src/Game/Actor/Query/queryHasPorchArrow.cpp
index 7867b388..e0d53e32 100644
--- a/src/Game/Actor/Query/queryHasPorchArrow.cpp
+++ b/src/Game/Actor/Query/queryHasPorchArrow.cpp
@@ -1,6 +1,6 @@
#include "Game/Actor/Query/queryHasPorchArrow.h"
#include <evfl/Query.h>
-#include "Game/UI/uiUtils.h"
+#include "KingSystem/System/UIGlue.h"
namespace uking::query {
@@ -9,9 +9,9 @@ HasPorchArrow::HasPorchArrow(const InitArg& arg) : ksys::act::ai::Query(arg) {}
HasPorchArrow::~HasPorchArrow() = default;
int HasPorchArrow::doQuery() {
- s32 arrow_cnt = ui::getItemValue("NormalArrow") + ui::getItemValue("FireArrow") +
- ui::getItemValue("IceArrow") + ui::getItemValue("ElectricArrow") +
- ui::getItemValue("BombArrow_A") + ui::getItemValue("AncientArrow");
+ s32 arrow_cnt = ksys::ui::getItemValue("NormalArrow") + ksys::ui::getItemValue("FireArrow") +
+ ksys::ui::getItemValue("IceArrow") + ksys::ui::getItemValue("ElectricArrow") +
+ ksys::ui::getItemValue("BombArrow_A") + ksys::ui::getItemValue("AncientArrow");
return arrow_cnt < *mCheckNum;
}
diff --git a/src/Game/Actor/Query/queryHasPorchItem.cpp b/src/Game/Actor/Query/queryHasPorchItem.cpp
index f8ac4e74..e16d0ac3 100644
--- a/src/Game/Actor/Query/queryHasPorchItem.cpp
+++ b/src/Game/Actor/Query/queryHasPorchItem.cpp
@@ -1,6 +1,6 @@
#include "Game/Actor/Query/queryHasPorchItem.h"
#include <evfl/Query.h>
-#include "Game/UI/uiUtils.h"
+#include "KingSystem/System/UIGlue.h"
namespace uking::query {
@@ -9,7 +9,7 @@ HasPorchItem::HasPorchItem(const InitArg& arg) : ksys::act::ai::Query(arg) {}
HasPorchItem::~HasPorchItem() = default;
int HasPorchItem::doQuery() {
- return ui::getItemValue(mPorchItemName) >= *mCount;
+ return ksys::ui::getItemValue(mPorchItemName) >= *mCount;
}
void HasPorchItem::loadParams(const evfl::QueryArg& arg) {
diff --git a/src/Game/UI/uiFadeProgress.cpp b/src/Game/UI/uiFadeProgress.cpp
index 87ded166..f448b862 100644
--- a/src/Game/UI/uiFadeProgress.cpp
+++ b/src/Game/UI/uiFadeProgress.cpp
@@ -1,5 +1,6 @@
#include "Game/UI/uiFadeProgress.h"
#include "Game/UI/uiUtils.h"
+#include "KingSystem/System/UIGlue.h"
namespace uking::ui {
@@ -37,7 +38,7 @@ void FadeProgress::updateFadeScreen() {
if (new_progress < progress)
progress = new_progress;
mGaugeValue = progress;
- applyScreenFade(progress);
+ ksys::ui::applyScreenFade(progress);
}
void FadeProgress::setProgress(float value) {
diff --git a/src/Game/UI/uiUtils.h b/src/Game/UI/uiUtils.h
index 288b7996..39b66348 100644
--- a/src/Game/UI/uiUtils.h
+++ b/src/Game/UI/uiUtils.h
@@ -47,11 +47,6 @@ void setShowRaceResult(s32 result_type);
int countCookResultsCheck(const sead::SafeString& name, s32 effect_type);
int countCookResultsAllOk(const sead::SafeString& name);
-int getItemValue(const sead::SafeString& name);
-
-// TODO: move these to another translation unit (TBD)
-// Do not implement until the location is figured out
-void applyScreenFade(float progress);
act::CreateEquipmentSlot getCreateEquipmentSlot(ui::PouchItemType type);
ui::EquipmentSlot getEquipmentSlot(act::CreateEquipmentSlot slot);