From e16779cc338c53b91387a28e3e97cd6f5f036a66 Mon Sep 17 00:00:00 2001 From: Dragorn421 Date: Thu, 23 Jun 2022 14:34:26 -0700 Subject: Rename game states (#1294) * `TitleSetup` -> `Setup` * `Title` -> `ConsoleLogo` * `Opening` -> `TitleSetup` * `FileChoose` -> `FileSelect` * `Select` -> `MapSelect` * prenmi/sample `Context` -> `State` * Revert filename changes * . * setupstate cleanup * Oops, `GameState` -> `SetupState` --- src/code/graph.c | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'src/code/graph.c') diff --git a/src/code/graph.c b/src/code/graph.c index 481808cee..948dc127d 100644 --- a/src/code/graph.c +++ b/src/code/graph.c @@ -102,22 +102,22 @@ void Graph_InitTHGA(GraphicsContext* gfxCtx) { GameStateOverlay* Graph_GetNextGameState(GameState* gameState) { void* gameStateInitFunc = GameState_GetInit(gameState); - if (gameStateInitFunc == TitleSetup_Init) { + if (gameStateInitFunc == Setup_Init) { return &gGameStateOverlayTable[0]; } - if (gameStateInitFunc == Select_Init) { + if (gameStateInitFunc == MapSelect_Init) { return &gGameStateOverlayTable[1]; } - if (gameStateInitFunc == Title_Init) { + if (gameStateInitFunc == ConsoleLogo_Init) { return &gGameStateOverlayTable[2]; } if (gameStateInitFunc == Play_Init) { return &gGameStateOverlayTable[3]; } - if (gameStateInitFunc == Opening_Init) { + if (gameStateInitFunc == TitleSetup_Init) { return &gGameStateOverlayTable[4]; } - if (gameStateInitFunc == FileChoose_Init) { + if (gameStateInitFunc == FileSelect_Init) { return &gGameStateOverlayTable[5]; } @@ -385,14 +385,14 @@ void Graph_Update(GraphicsContext* gfxCtx, GameState* gameState) { if (gIsCtrlr2Valid && CHECK_BTN_ALL(gameState->input[0].press.button, BTN_Z) && CHECK_BTN_ALL(gameState->input[0].cur.button, BTN_L | BTN_R)) { gSaveContext.gameMode = 0; - SET_NEXT_GAMESTATE(gameState, Select_Init, SelectContext); + SET_NEXT_GAMESTATE(gameState, MapSelect_Init, MapSelectState); gameState->running = false; } if (gIsCtrlr2Valid && PreNmiBuff_IsResetting(gAppNmiBufferPtr) && !gameState->unk_A0) { // "To reset mode" osSyncPrintf(VT_COL(YELLOW, BLACK) "PRE-NMIによりリセットモードに移行します\n" VT_RST); - SET_NEXT_GAMESTATE(gameState, PreNMI_Init, PreNMIContext); + SET_NEXT_GAMESTATE(gameState, PreNMI_Init, PreNMIState); gameState->running = false; } } -- cgit v1.2.3