Fixed cursor hiding lag, moved save file location to config folder
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7fd55dae5c
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0192cac272
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@ -7,6 +7,7 @@
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namespace recomp {
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constexpr std::u8string_view program_id = u8"Zelda64Recompiled";
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constexpr std::u8string_view mm_game_id = u8"mm.n64.us.1.0";
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void load_config();
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void save_config();
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@ -56,6 +56,7 @@ namespace recomp {
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void destroy_ui();
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void apply_color_hack();
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void get_window_size(int& width, int& height);
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void set_cursor_visible(bool visible);
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}
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#endif
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@ -216,7 +216,6 @@ EquipSlot func_8082FDC4(void) {
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for (int extra_slot_index = 0; extra_slot_index < ARRAY_COUNT(buttons_to_extra_slot); extra_slot_index++) {
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if (CHECK_BTN_ALL(sPlayerControlInput_reloc->press.button, buttons_to_extra_slot[extra_slot_index].button)) {
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recomp_printf("Pressed extra item button %d\n", extra_slot_index);
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return (EquipSlot)buttons_to_extra_slot[extra_slot_index].slot;
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}
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}
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@ -237,7 +236,6 @@ ItemId Player_GetItemOnButton(PlayState* play, Player* player, EquipSlot slot) {
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// @recomp Check for extra item slots.
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if (slot <= -EQUIP_SLOT_EX_START) {
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recomp_printf("Checking extra item slot %d\n", -slot);
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ItemId item = EXTRA_BTN_ITEM(-slot);
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// Ensure the item was valid and has been obtained.
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@ -66,6 +66,12 @@ void queue_if_enabled(SDL_Event* event) {
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}
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}
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static std::atomic_bool cursor_enabled = true;
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void recomp::set_cursor_visible(bool visible) {
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cursor_enabled.store(visible);
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}
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bool sdl_event_filter(void* userdata, SDL_Event* event) {
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switch (event->type) {
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case SDL_EventType::SDL_KEYDOWN:
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@ -185,6 +191,7 @@ void recomp::handle_events() {
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static bool exited = false;
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while (SDL_PollEvent(&cur_event) && !exited) {
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exited = sdl_event_filter(nullptr, &cur_event);
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SDL_ShowCursor(cursor_enabled ? SDL_ENABLE : SDL_DISABLE);
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}
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}
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@ -2,8 +2,10 @@
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#include <fstream>
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#include <array>
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#include <cstring>
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#include <string>
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#include "recomp.h"
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#include "recomp_game.h"
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#include "recomp_config.h"
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#include "../ultramodern/ultra64.h"
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#include "../ultramodern/ultramodern.hpp"
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@ -59,10 +61,15 @@ void recomp::do_rom_read(uint8_t* rdram, gpr ram_address, uint32_t physical_addr
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}
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std::array<char, 0x20000> save_buffer;
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const char save_filename[] = "save.bin";
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const std::u8string save_folder = u8"saves";
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const std::u8string save_filename = std::u8string{recomp::mm_game_id} + u8".bin";
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std::filesystem::path get_save_file_path() {
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return recomp::get_app_folder_path() / save_folder / save_filename;
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}
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void update_save_file() {
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std::ofstream save_file{ save_filename, std::ios_base::binary };
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std::ofstream save_file{ get_save_file_path(), std::ios_base::binary };
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if (save_file.good()) {
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save_file.write(save_buffer.data(), save_buffer.size());
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@ -92,7 +99,7 @@ void save_read(uint8_t* rdram, gpr rdram_address, uint32_t offset, uint32_t coun
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void save_clear(uint32_t start, uint32_t size, char value) {
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std::fill_n(save_buffer.begin() + start, size, value);
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std::ofstream save_file{ save_filename, std::ios_base::binary };
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std::ofstream save_file{ get_save_file_path(), std::ios_base::binary };
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if (save_file.good()) {
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save_file.write(save_buffer.data(), save_buffer.size());
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@ -103,11 +110,17 @@ void save_clear(uint32_t start, uint32_t size, char value) {
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}
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void ultramodern::save_init() {
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std::ifstream save_file{ save_filename, std::ios_base::binary };
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std::filesystem::path save_file_path = get_save_file_path();
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// Ensure the save file directory exists.
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std::filesystem::create_directories(save_file_path.parent_path());
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// Read the save file if it exists.
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std::ifstream save_file{ save_file_path, std::ios_base::binary };
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if (save_file.good()) {
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save_file.read(save_buffer.data(), save_buffer.size());
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} else {
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// Otherwise clear the save file to all zeroes.
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save_buffer.fill(0);
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}
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}
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@ -39,7 +39,7 @@ struct RomEntry {
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};
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const std::unordered_map<recomp::Game, RomEntry> game_roms {
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{ recomp::Game::MM, { 0xEF18B4A9E2386169ULL, u8"mm.n64.us.1.0.z64", "ZELDA MAJORA'S MASK" }},
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{ recomp::Game::MM, { 0xEF18B4A9E2386169ULL, std::u8string{recomp::mm_game_id} + u8".z64", "ZELDA MAJORA'S MASK" }},
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};
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bool check_hash(const std::vector<uint8_t>& rom_data, uint64_t expected_hash) {
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@ -900,8 +900,7 @@ struct UIContext {
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}
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if (mouse_is_active_initialized) {
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// TODO: Figure out why this only works if the mouse is moving
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SDL_ShowCursor(mouse_is_active ? SDL_ENABLE : SDL_DISABLE);
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recomp::set_cursor_visible(mouse_is_active);
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}
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if (current_document == nullptr) {
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