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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 00:27:42 +00:00

Major scoped-enum refactor

This commit is contained in:
Jack Andersen
2015-11-20 15:16:07 -10:00
parent 4c09ded013
commit e423db32ee
83 changed files with 958 additions and 904 deletions

View File

@@ -16,15 +16,15 @@ void CMainFlow::AdvanceGameState(CArchitectureQueue& queue)
{
switch (x14_gameState)
{
case ClientFlowFrontEnd:
CMainFlow::SetGameState(ClientFlowGameLoad, queue);
case EClientFlowStates::FrontEnd:
CMainFlow::SetGameState(EClientFlowStates::GameLoad, queue);
break;
case ClientFlowUnspecified:
case ClientFlowGameLoad:
CMainFlow::SetGameState(ClientFlowMoviePlay, queue);
case EClientFlowStates::Unspecified:
case EClientFlowStates::GameLoad:
CMainFlow::SetGameState(EClientFlowStates::MoviePlay, queue);
break;
case ClientFlowMoviePlay:
CMainFlow::SetGameState(ClientFlowFrontEnd, queue);
case EClientFlowStates::MoviePlay:
CMainFlow::SetGameState(EClientFlowStates::FrontEnd, queue);
break;
}
}
@@ -33,11 +33,11 @@ void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
{
switch (state)
{
case ClientFlowFrontEnd:
case EClientFlowStates::FrontEnd:
{
if (g_main->GetGameplayResult() == GameplayResultNone)
if (g_main->GetGameplayResult() == EGameplayResult::None)
{
g_main->SetGameplayResult(GameplayResultPlaying);
g_main->SetGameplayResult(EGameplayResult::Playing);
break;
}
CResLoader& loader = g_ResFactory->GetLoader();
@@ -45,23 +45,23 @@ void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
loader.AsyncIdlePakLoading();
g_main->LoadAudio();
g_main->RegisterResourceTweaks();
queue.Push(std::move(MakeMsg::CreateCreateIOWin(TargetIOWinManager, 12, 11, new CFrontEndUI(queue))));
queue.Push(std::move(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, new CFrontEndUI(queue))));
break;
}
case ClientFlowGameLoad:
case EClientFlowStates::GameLoad:
{
queue.Push(std::move(MakeMsg::CreateCreateIOWin(TargetIOWinManager, 10, 1000, new CMFGameLoader())));
queue.Push(std::move(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 10, 1000, new CMFGameLoader())));
break;
}
case ClientFlowMoviePlay:
case EClientFlowStates::MoviePlay:
{
switch (g_main->GetGameplayResult())
{
case GameplayResultWin:
queue.Push(std::move(MakeMsg::CreateCreateIOWin(TargetIOWinManager, 12, 11, new CPlayMovie(CPlayMovie::MovieWinGame))));
case EGameplayResult::Win:
queue.Push(std::move(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, new CPlayMovie(CPlayMovie::EWhichMovie::WinGame))));
break;
case GameplayResultLose:
queue.Push(std::move(MakeMsg::CreateCreateIOWin(TargetIOWinManager, 12, 11, new CPlayMovie(CPlayMovie::MovieLoseGame))));
case EGameplayResult::Lose:
queue.Push(std::move(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, new CPlayMovie(CPlayMovie::EWhichMovie::LoseGame))));
break;
default: break;
}