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Generate gamestate overlay table with an include/tables/
header (#1504)
* Generate gamestate overlay table from an include/tables/ header * GameStateIndex -> GameStateId, move to z64.h, add GameStateId enum name field to the gamestate table, adjust and improve gamestate table comment * Shorten zeros in table definition * Generate linker symbols, other suggested changes * GAMESTATE_MAX -> GAMESTATE_ID_MAX like the others
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@ -64,10 +64,6 @@ DECLARE_SEGMENT(code)
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DECLARE_ROM_SEGMENT(code)
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DECLARE_BSS_SEGMENT(code)
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DECLARE_OVERLAY_SEGMENT(title)
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DECLARE_OVERLAY_SEGMENT(select)
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DECLARE_OVERLAY_SEGMENT(opening)
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DECLARE_OVERLAY_SEGMENT(file_choose)
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DECLARE_OVERLAY_SEGMENT(kaleido_scope)
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DECLARE_OVERLAY_SEGMENT(player_actor)
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DECLARE_OVERLAY_SEGMENT(map_mark_data)
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16
include/tables/gamestate_table.h
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16
include/tables/gamestate_table.h
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@ -0,0 +1,16 @@
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/**
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* Gamestate Table
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*
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* DEFINE_GAMESTATE should be used for gamestates with code loaded from an overlay
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* - Argument 1: Gamestate type name (without State suffix, also used for Init and Destroy function names)
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* - Argument 2: Gamestate id enum name
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* - Argument 3: Gamestate overlay spec segment name
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*
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* DEFINE_GAMESTATE_INTERNAL should be used for gamestates that aren't an overlay, the first two arguments are the same as for DEFINE_GAMESTATE
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*/
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/* 0x00 */ DEFINE_GAMESTATE_INTERNAL(Setup, GAMESTATE_SETUP)
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/* 0x01 */ DEFINE_GAMESTATE(MapSelect, GAMESTATE_MAP_SELECT, select)
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/* 0x02 */ DEFINE_GAMESTATE(ConsoleLogo, GAMESTATE_CONSOLE_LOGO, title)
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/* 0x03 */ DEFINE_GAMESTATE_INTERNAL(Play, GAMESTATE_PLAY)
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/* 0x04 */ DEFINE_GAMESTATE(TitleSetup, GAMESTATE_TITLE_SETUP, opening)
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/* 0x05 */ DEFINE_GAMESTATE(FileSelect, GAMESTATE_FILE_SELECT, file_choose)
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@ -697,6 +697,16 @@ typedef struct {
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/* 0x10 */ GameAllocEntry* head;
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} GameAlloc; // size = 0x14
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// Used in Graph_GetNextGameState in graph.c
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#define DEFINE_GAMESTATE_INTERNAL(typeName, enumName) enumName,
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#define DEFINE_GAMESTATE(typeName, enumName, name) DEFINE_GAMESTATE_INTERNAL(typeName, enumName)
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typedef enum {
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#include "tables/gamestate_table.h"
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GAMESTATE_ID_MAX
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} GameStateId;
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#undef DEFINE_GAMESTATE
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#undef DEFINE_GAMESTATE_INTERNAL
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struct GameState;
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typedef void (*GameStateFunc)(struct GameState* gameState);
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@ -116,24 +116,15 @@ void Graph_InitTHGA(GraphicsContext* gfxCtx) {
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GameStateOverlay* Graph_GetNextGameState(GameState* gameState) {
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void* gameStateInitFunc = GameState_GetInit(gameState);
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if (gameStateInitFunc == Setup_Init) {
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return &gGameStateOverlayTable[0];
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}
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if (gameStateInitFunc == MapSelect_Init) {
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return &gGameStateOverlayTable[1];
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}
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if (gameStateInitFunc == ConsoleLogo_Init) {
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return &gGameStateOverlayTable[2];
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}
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if (gameStateInitFunc == Play_Init) {
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return &gGameStateOverlayTable[3];
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}
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if (gameStateInitFunc == TitleSetup_Init) {
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return &gGameStateOverlayTable[4];
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}
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if (gameStateInitFunc == FileSelect_Init) {
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return &gGameStateOverlayTable[5];
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// Generates code to match gameStateInitFunc to a gamestate entry and returns it if found
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#define DEFINE_GAMESTATE_INTERNAL(typeName, enumName) \
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if (gameStateInitFunc == typeName##_Init) { \
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return &gGameStateOverlayTable[enumName]; \
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}
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#define DEFINE_GAMESTATE(typeName, enumName, name) DEFINE_GAMESTATE_INTERNAL(typeName, enumName)
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#include "tables/gamestate_table.h"
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#undef DEFINE_GAMESTATE
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#undef DEFINE_GAMESTATE_INTERNAL
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LOG_ADDRESS("game_init_func", gameStateInitFunc, "../graph.c", 696);
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return NULL;
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@ -421,16 +412,14 @@ void Graph_ThreadEntry(void* arg0) {
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GraphicsContext gfxCtx;
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GameState* gameState;
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u32 size;
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GameStateOverlay* nextOvl;
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GameStateOverlay* nextOvl = &gGameStateOverlayTable[GAMESTATE_SETUP];
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GameStateOverlay* ovl;
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char faultMsg[0x50];
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nextOvl = &gGameStateOverlayTable[0];
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osSyncPrintf("グラフィックスレッド実行開始\n"); // "Start graphic thread execution"
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Graph_Init(&gfxCtx);
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while (nextOvl) {
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while (nextOvl != NULL) {
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ovl = nextOvl;
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Overlay_LoadGameState(ovl);
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@ -1,18 +1,35 @@
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#include "global.h"
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#define GAMESTATE_OVERLAY(name, init, destroy, size) \
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{ \
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NULL, (uintptr_t)_ovl_##name##SegmentRomStart, (uintptr_t)_ovl_##name##SegmentRomEnd, \
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_ovl_##name##SegmentStart, _ovl_##name##SegmentEnd, NULL, init, destroy, NULL, NULL, 0, size \
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}
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#define GAMESTATE_OVERLAY_INTERNAL(init, destroy, size) \
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{ NULL, 0, 0, NULL, NULL, NULL, init, destroy, NULL, NULL, 0, size }
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// Linker symbol declarations (used in the table below)
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#define DEFINE_GAMESTATE(typeName, enumName, name) DECLARE_OVERLAY_SEGMENT(name)
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#define DEFINE_GAMESTATE_INTERNAL(typeName, enumName)
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#include "tables/gamestate_table.h"
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#undef DEFINE_GAMESTATE
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#undef DEFINE_GAMESTATE_INTERNAL
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// Gamestate Overlay Table definition
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#define DEFINE_GAMESTATE_INTERNAL(typeName, enumName) \
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{ NULL, 0, 0, NULL, NULL, NULL, typeName##_Init, typeName##_Destroy, NULL, NULL, 0, sizeof(typeName##State) },
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#define DEFINE_GAMESTATE(typeName, enumName, name) \
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{ NULL, \
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(uintptr_t)_ovl_##name##SegmentRomStart, \
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(uintptr_t)_ovl_##name##SegmentRomEnd, \
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_ovl_##name##SegmentStart, \
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_ovl_##name##SegmentEnd, \
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NULL, \
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typeName##_Init, \
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typeName##_Destroy, \
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NULL, \
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NULL, \
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0, \
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sizeof(typeName##State) },
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GameStateOverlay gGameStateOverlayTable[] = {
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GAMESTATE_OVERLAY_INTERNAL(Setup_Init, Setup_Destroy, sizeof(SetupState)),
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GAMESTATE_OVERLAY(select, MapSelect_Init, MapSelect_Destroy, sizeof(MapSelectState)),
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GAMESTATE_OVERLAY(title, ConsoleLogo_Init, ConsoleLogo_Destroy, sizeof(ConsoleLogoState)),
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GAMESTATE_OVERLAY_INTERNAL(Play_Init, Play_Destroy, sizeof(PlayState)),
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GAMESTATE_OVERLAY(opening, TitleSetup_Init, TitleSetup_Destroy, sizeof(TitleSetupState)),
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GAMESTATE_OVERLAY(file_choose, FileSelect_Init, FileSelect_Destroy, sizeof(FileSelectState)),
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#include "tables/gamestate_table.h"
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};
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#undef DEFINE_GAMESTATE
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#undef DEFINE_GAMESTATE_INTERNAL
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