remove unneeded mode dialog

This commit is contained in:
TakaRikka
2026-08-16 14:53:03 -07:00
parent 34a753ed85
commit 548c843a9b
2 changed files with 4 additions and 52 deletions
+4 -50
View File
@@ -179,7 +179,6 @@ dialogSelectModeState g_dialogSelectModeState = SelectReady;
namespace randomizer::hooks {
namespace {
UiDialogHandle playModeDialog{0};
HookAction hookPreDataSelect(ModContext*, void* args, void* retval, void* userdata) {
ui::g_dialogSelectModeState = ui::SelectReady;
ui::g_file_select_window_ctx.is_proceed = false;
@@ -198,57 +197,12 @@ HookAction hookPreSelectDataNameMove(ModContext*, void* args, void* retval, void
bool isFileRecScale = i_this->fileRecScaleAnm2();
bool isModoruTxtDisp = i_this->modoruTxtDispAnm();
// if selected vanilla mode, let transition occur as normal
if (ui::g_dialogSelectModeState == ui::SelectVanilla) {
return HOOK_CONTINUE;
}
if (ui::g_dialogSelectModeState == ui::SelectReady && isHeaderTxtChange == true && isFileRecScale == true && isModoruTxtDisp == true) {
ui::g_dialogSelectModeState = ui::SelectWait;
auto buildDialog = [i_this]() {
UiDialogDesc desc = UI_DIALOG_DESC_INIT;
desc.title = "Play Type";
desc.body_rml = "What mode would you like to play?";
desc.icon = "question-mark";
desc.variant = UI_DIALOG_NORMAL;
UiDialogAction actions[2];
actions[0] = {
.label = "Vanilla",
.on_pressed = [](ModContext* ctx, UiDialogHandle dialogHandle, void*) {
mDoAud_seStartMenu(Z2SE_SY_CURSOR_OK);
randomizer_GetContext() = RandomizerContext();
ui::g_dialogSelectModeState = ui::SelectVanilla;
session::svc_mng.ui->dialog_close(ctx, dialogHandle);
},
.user_data = nullptr,
.keep_open = false,
};
actions[1] = {
.label = "Randomizer",
.on_pressed = [](ModContext* ctx, UiDialogHandle dialogHandle, void* userdata) {
mDoAud_seStartMenu(Z2SE_SY_CURSOR_OK);
ui::g_dialogSelectModeState = ui::SelectRandomizer;
ui::buildFileSelectGateMenu(static_cast<dFile_select_c*>(userdata));
session::svc_mng.ui->dialog_close(ctx, dialogHandle);
},
.user_data = i_this,
.keep_open = false,
};
desc.actions = actions;
desc.action_count = 2;
if (session::svc_mng.ui->dialog_push(session::svc_mng.mod_ctx, &desc, &playModeDialog) != MOD_OK) {
mods::log::error("Failed to push dialog");
return MOD_ERROR;
}
return MOD_OK;
};
if (buildDialog() != MOD_OK) {
mods::log::error("Failed to build dialog");
ModResult rt = ui::buildFileSelectGateMenu(i_this);
if (rt != MOD_OK) {
mods::log::error("Failed to build menu");
return HOOK_CONTINUE;
}
}
@@ -1863,7 +1817,7 @@ void hookPostChangeScene4Event(ModContext*, void* args, void* retval, void*) {
stage_scls_info_class* scls_info = &scls->m_entries[i_exitId];
// If randomizer is active and we're loading the first spawn, set our starting time of day
if (std::strcmp(scls_info->mStage, "F_SP103")
if (std::strcmp(scls_info->mStage, "F_SP103") == 0
&& scls_info->mRoom == 1
&& scls_info->mStart == 1)
{
-2
View File
@@ -16,8 +16,6 @@ namespace randomizer::ui {
enum dialogSelectModeState : uint8_t {
SelectReady,
SelectWait,
SelectVanilla,
SelectRandomizer
};
extern dialogSelectModeState g_dialogSelectModeState;