Rework UI lifecycle, finish renaming & cleanup

This commit is contained in:
Luke Street
2026-08-19 21:43:35 -06:00
parent fd0e33460f
commit 3ecd785ac2
36 changed files with 536 additions and 526 deletions
+17 -13
View File
@@ -26,10 +26,10 @@
#include "dusk/version.hpp"
#if TARGET_PC
#include "dusk/game_mode.hpp"
#include "dusk/menu_pointer.h"
#include "helpers/string.hpp"
#include "dusk/mods/svc/save.hpp"
#include "dusk/gamemode.hpp"
#include "helpers/string.hpp"
namespace {
constexpr u8 pointer_target(u8 group, u8 index) noexcept {
@@ -1315,11 +1315,13 @@ void dFile_select_c::selectDataNameMove() {
bool isModoruTxtDisp = modoruTxtDispAnm();
#ifdef TARGET_PC
const dusk::gamemode::GameMode* gamemode = dusk::gamemode::getGameModeManager().getCurrentGameMode();
if (gamemode) {
if (isHeaderTxtChange == true && isFileRecScale == true && isModoruTxtDisp == true) {
const dusk::gamemode::GameMode* gameMode =
dusk::gamemode::getGameModeManager().getCurrentGameMode();
if (gameMode) {
if (isHeaderTxtChange == true && isFileRecScale == true && isModoruTxtDisp == true) {
if (mGameModeSaveStartBuildUi) {
gamemode->invokeOnNewSaveSelectFunction(&mGameModeProceedToNameSelect, &mGameModeReturnToFileSelect);
gameMode->invokeOnNewSaveSelectFunction(
&mGameModeProceedToNameSelect, &mGameModeReturnToFileSelect);
mGameModeSaveStartBuildUi = false;
}
if (mGameModeReturnToFileSelect) {
@@ -1430,9 +1432,10 @@ void dFile_select_c::menuSelectStart() {
#if TARGET_PC
dusk::mods::svc::save_slot_loaded(mSelectNum, &mSaveData[mSelectNum]);
const dusk::gamemode::GameMode* gamemode = dusk::gamemode::getGameModeManager().getCurrentGameMode();
if (gamemode) {
gamemode->invokeOnSaveLoadedFunction();
const dusk::gamemode::GameMode* gameMode =
dusk::gamemode::getGameModeManager().getCurrentGameMode();
if (gameMode) {
gameMode->invokeOnSaveLoadedFunction();
}
#endif
} else if (mSelectMenuNum == 0) {
@@ -1787,10 +1790,11 @@ void dFile_select_c::nameInput2() {
mIsSelectEnd = true;
#if TARGET_PC
dusk::mods::svc::save_slot_new(mSelectNum);
const dusk::gamemode::GameMode* gamemode = dusk::gamemode::getGameModeManager().getCurrentGameMode();
if (gamemode) {
gamemode->invokeOnNewSaveFunction();
gamemode->invokeOnSaveLoadedFunction();
const dusk::gamemode::GameMode* gameMode =
dusk::gamemode::getGameModeManager().getCurrentGameMode();
if (gameMode) {
gameMode->invokeOnNewSaveFunction();
gameMode->invokeOnSaveLoadedFunction();
}
#endif
mDataSelProc = DATASELPROC_NEXT_MODE_WAIT;