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https://github.com/risingPhil/PokeMe64.git
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It doesn't look like much, but it's functional ;-) It can inject distribution pokémon into gen 1 and gen 2 original cartridges and inject the GS ball in Pokémon Crystal. That's it. But that was the minimal feature set I had in mind for the project. In the Readme.md you can find the ideas I have for expanding the project. But the first priority is the UI, because it really looks bad right now. (as I was mostly focused on building blocks and transfer pak functionality. Not on making it looks good)
44 lines
1.2 KiB
C++
Executable File
44 lines
1.2 KiB
C++
Executable File
#ifndef _INITTRANSFERPAKSCENE_H
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#define _INITTRANSFERPAKSCENE_H
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#include "scenes/SceneWithDialogWidget.h"
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#include "widget/TransferPakDetectionWidget.h"
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#define PLAYER_NAME_SIZE 15
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class TransferPakManager;
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/**
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* @brief In this scene implementation, we do the detection of the N64 transfer pak and whether a supported Pokémon game was
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* detected.
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*/
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class InitTransferPakScene : public SceneWithDialogWidget
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{
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public:
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InitTransferPakScene(SceneDependencies& deps, void* context);
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virtual ~InitTransferPakScene();
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void init() override;
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void destroy() override;
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void render(RDPQGraphics& gfx, const Rectangle& sceneBounds) override;
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void onDialogDone();
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void onTransferPakWidgetStateChanged(TransferPakWidgetState newState);
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protected:
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private:
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void setupTPakDetectWidget();
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void setupDialog(DialogWidgetStyle& style) override;
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void loadGameMetadata();
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const char* getGameTypeString();
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sprite_t* menu9SliceSprite_;
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TransferPakDetectionWidget tpakDetectWidget_;
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WidgetFocusChainSegment tpakDetectWidgetSegment_;
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DialogData diagData_;
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char playerName_[PLAYER_NAME_SIZE];
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const char* gameTypeString_;
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};
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#endif |