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https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-06-21 16:46:59 -04:00
Reimplement prompts as a separate UI context and make it so the quit game prompt doesn't bring up the config menu
This commit is contained in:
+1
-25
@@ -442,11 +442,8 @@ public:
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~ConfigMenu() override {
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}
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Rml::ElementDocument* load_document(Rml::Context* context) override {
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(void)context;
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void load_document() override {
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config_context = recompui::create_context(zelda64::get_asset_path("config_menu.rml"));
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Rml::ElementDocument* ret = config_context.get_document();
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return ret;
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}
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void register_events(recompui::UiEventListenerInstancer& listener) override {
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recompui::register_event(listener, "apply_options",
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@@ -959,27 +956,6 @@ void recompui::toggle_fullscreen() {
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graphics_model_handle.DirtyVariable("wm_option");
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}
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void recompui::open_prompt(
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const std::string& headerText,
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const std::string& contentText,
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const std::string& confirmLabelText,
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const std::string& cancelLabelText,
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std::function<void()> confirmCb,
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std::function<void()> cancelCb,
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ButtonVariant _confirmVariant,
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ButtonVariant _cancelVariant,
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bool _focusOnCancel,
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const std::string& _returnElementId
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) {
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printf("Prompt opened\n %s (%s): %s %s\n", contentText.c_str(), headerText.c_str(), confirmLabelText.c_str(), cancelLabelText.c_str());
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printf(" Autoselected %s\n", confirmLabelText.c_str());
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confirmCb();
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}
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bool recompui::is_prompt_open() {
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return false;
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}
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void recompui::set_config_tab(ConfigTab tab) {
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ContextId config_context = recompui::get_config_context_id();
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