a bit of cleanup (#26)
disabled the loading screen properly with gCLIOpts.hideLoadingScreen
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@ -31,7 +31,7 @@ void loading_screen_set_segment_text(const char *text) {
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}
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}
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static void loading_screen_produce_frame_callback(void) {
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static void loading_screen_produce_frame_callback(void) {
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if (sLoading && !gCLIOpts.hideLoadingScreen) { djui_base_render(&sLoading->base); }
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if (sLoading) { djui_base_render(&sLoading->base); }
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}
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}
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static void loading_screen_produce_one_frame(void) {
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static void loading_screen_produce_one_frame(void) {
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@ -93,6 +93,10 @@ bool gGfxInited = false;
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static struct AudioAPI *audio_api;
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static struct AudioAPI *audio_api;
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struct GfxWindowManagerAPI *wm_api = &WAPI;
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struct GfxWindowManagerAPI *wm_api = &WAPI;
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#if !defined(WAPI_DXGI) && !defined(WAPI_DUMMY)
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#define LOADING_SCREEN_SUPPORTED
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#endif
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extern void gfx_run(Gfx *commands);
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extern void gfx_run(Gfx *commands);
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extern void thread5_game_loop(void *arg);
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extern void thread5_game_loop(void *arg);
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extern void create_next_audio_buffer(s16 *samples, u32 num_samples);
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extern void create_next_audio_buffer(s16 *samples, u32 num_samples);
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@ -381,18 +385,21 @@ int main(int argc, char *argv[]) {
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// Render the rom setup screen
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// Render the rom setup screen
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if (!main_rom_handler()) {
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if (!main_rom_handler()) {
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#if !defined(WAPI_DXGI) && !defined(WAPI_DUMMY)
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#ifdef LOADING_SCREEN_SUPPORTED
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render_rom_setup_screen(); // Holds the game load until a valid rom is provided
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if (!gCLIOpts.hideLoadingScreen) {
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#else
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render_rom_setup_screen(); // Holds the game load until a valid rom is provided
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printf("ERROR: could not find valid vanilla us sm64 rom in game's user folder\n");
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} else
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return 0;
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#endif
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#endif
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{
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printf("ERROR: could not find valid vanilla us sm64 rom in game's user folder\n");
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return 0;
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}
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}
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}
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// Start the thread for setting up the game
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// Start the thread for setting up the game
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#if !defined(WAPI_DXGI) && !defined(WAPI_DUMMY)
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#ifdef LOADING_SCREEN_SUPPORTED
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bool threadSuccess = false;
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bool threadSuccess = false;
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if (pthread_mutex_init(&gLoadingThreadMutex, NULL) == 0) {
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if (!gCLIOpts.hideLoadingScreen && pthread_mutex_init(&gLoadingThreadMutex, NULL) == 0) {
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if (pthread_create(&gLoadingThreadId, NULL, main_game_init, (void*) 1) == 0) {
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if (pthread_create(&gLoadingThreadId, NULL, main_game_init, (void*) 1) == 0) {
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render_loading_screen(); // Render the loading screen while the game is setup
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render_loading_screen(); // Render the loading screen while the game is setup
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threadSuccess = true;
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threadSuccess = true;
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@ -85,7 +85,6 @@ static bool rom_asset_load_segment(u32 physicalAddress, u32 physicalSize) {
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// Some Vtx arrays have been manually modified to use white opaque vertex colors
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// Some Vtx arrays have been manually modified to use white opaque vertex colors
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// so they can be shaded by Lua and not stand out as being unlit
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// so they can be shaded by Lua and not stand out as being unlit
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static inline bool rom_asset_override_vertex_colors(void* ptr) {
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static inline bool rom_asset_override_vertex_colors(void* ptr) {
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extern Vtx hoot_seg5_vertex_05002E50[];
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extern Vtx hoot_seg5_vertex_05002E50[];
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extern Vtx hoot_seg5_vertex_05002E50[];
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extern Vtx hoot_seg5_vertex_05002F78[];
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extern Vtx hoot_seg5_vertex_05002F78[];
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extern Vtx hoot_seg5_vertex_050030A0[];
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extern Vtx hoot_seg5_vertex_050030A0[];
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@ -102,7 +101,6 @@ static inline bool rom_asset_override_vertex_colors(void* ptr) {
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extern Vtx lll_seg7_vertex_07013830[];
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extern Vtx lll_seg7_vertex_07013830[];
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extern Vtx ttc_seg7_vertex_0700B238[];
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extern Vtx ttc_seg7_vertex_0700B238[];
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return ptr == hoot_seg5_vertex_05002E50 ||
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return ptr == hoot_seg5_vertex_05002E50 ||
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ptr == hoot_seg5_vertex_05002E50 ||
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ptr == hoot_seg5_vertex_05002F78 ||
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ptr == hoot_seg5_vertex_05002F78 ||
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ptr == hoot_seg5_vertex_050030A0 ||
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ptr == hoot_seg5_vertex_050030A0 ||
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ptr == hoot_seg5_vertex_050031C8 ||
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ptr == hoot_seg5_vertex_050031C8 ||
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