Gamemode service improvements. Disable achievements on custom gamemodes (for now)

This commit is contained in:
jdflyer
2026-08-18 00:33:15 -07:00
parent 85c2ddd8ff
commit c0d44d4a21
13 changed files with 99 additions and 76 deletions
+34 -42
View File
@@ -699,7 +699,7 @@ const GamemodeDesc gamemodeDesc = {
.onPlayFunction = nullptr, // Called when "Play" is pressed on the prelaunch menu
.onSaveLoadedFunction = onSaveLoaded, // Called when a save is loaded
.onNewSaveFunction = nullptr, // Called after a new savefile is created
.onNewSaveSelectFunction = nullptr, // Called while the flow before the file name select is ran (see below)
.onNewSaveSelectFunction = nullptr, // Called during the flow before the file name select is ran (see below)
.onGameResetFunction = nullptr, // Called when the game is reset
.onTickFunction = nullptr, // Called every game tick while the gamemode is active
};
@@ -710,55 +710,47 @@ Within the gamemode service, a gamemode can also request to load a UI for per-sa
create a new file is pressed.
```cpp
#include "d/d_file_select.h" // Requires game feature
IMPORT_SERVICE(GamemodeService, svc_gamemode);
IMPORT_SERVICE(UiService, svc_ui);
bool proceedUI = false;
UiWindowHandle windowHandle;
void onNewSaveSelect(bool *out_proceedToNameSelect, bool *out_returnToFileSelect) {
static bool *proceedToNameSelect;
static bool *returnToFileSelect;
static UiWindowHandle windowHandle;
bool onNewSaveSelect(dFile_select_c *fileSelect) {
if (fileSelect->mGamemodeSaveStartBuildUi) {
proceedUI = false;
UiTabDesc tabs[1]{};
// Used within callbacks as needed
proceedToNameSelect = out_proceedToNameSelect;
returnToFileSelect = out_returnToFileSelect;
tabs[0].struct_size = sizeof(UiTabDesc);
tabs[0].title = "Play";
tabs[0].build = [](ModContext* ctx, UiWindowHandle, UiElementHandle leftPane, UiElementHandle rightPane, void*, ModError*) {
UiControlDesc desc = UI_CONTROL_DESC_INIT;
desc.kind = UI_CONTROL_BUTTON;
desc.label = "Play";
desc.help_rml = "Play Button";
desc.on_pressed = [](ModContext* ctx, void* userdata) {
proceedUI = true;
svc_ui->window_close(ctx, *static_cast<UiWindowHandle*>(userdata));
};
desc.user_data = &windowHandle;
svc_ui->pane_add_control(mod_ctx, leftPane, &desc, nullptr);
return MOD_OK;
UiTabDesc tabs[1]{};
tabs[0].struct_size = sizeof(UiTabDesc);
tabs[0].title = "Play";
tabs[0].build = [](ModContext* ctx, UiWindowHandle, UiElementHandle leftPane, UiElementHandle rightPane, void*, ModError*) {
UiControlDesc desc = UI_CONTROL_DESC_INIT;
desc.kind = UI_CONTROL_BUTTON;
desc.label = "Play";
desc.help_rml = "Play Button";
desc.on_pressed = [](ModContext* ctx, void* userdata) {
*proceedToNameSelect = true;
svc_ui->window_close(ctx, *static_cast<UiWindowHandle*>(userdata));
};
desc.user_data = &windowHandle;
svc_ui->pane_add_control(mod_ctx, leftPane, &desc, nullptr);
return MOD_OK;
};
UiWindowDesc desc = UI_WINDOW_DESC_INIT;
desc.tabs = tabs;
desc.tab_count = 1;
desc.user_data = fileSelect;
desc.on_closed = [](ModContext *, UiWindowHandle, void *userdata) {
dFile_select_c *i_this = static_cast<dFile_select_c *>(userdata);
UiWindowDesc desc = UI_WINDOW_DESC_INIT;
desc.tabs = tabs;
desc.tab_count = 1;
desc.on_closed = [](ModContext *, UiWindowHandle, void *userdata) {
// If closing the window through backing out, return to file select
if (*proceedToNameSelect == false) {
*returnToFileSelect = true;
}
};
// if closing the window through backing out, return to file select
if (!proceedUI) {
i_this->backToDataSelectMove();
}
};
svc_ui->window_push(mod_ctx, &desc, &windowHandle);
}
// When we hit play in the UI, return true (tells the file select that we can proceed)
if (proceedUI) {
return true;
}
return false;
svc_ui->window_push(mod_ctx, &desc, &windowHandle);
}
const GamemodeDesc gamemodeDesc = {