mirror of
https://github.com/hedge-dev/UnleashedRecomp.git
synced 2025-12-31 08:21:11 -06:00
* translate most option names and setting names * add most header/button guide japanese localizations * include furigana usage guidance for japanese localization * remove os message window furigana note * fix incorrect kana usage for 'lock' * add more option localization * translate achievement notification option * remove english battle theme description from japanese * fix compilation errors * Japanese localization 1st pass * Revert JP localization taken from in-game * Use "Window Size" * add support for zero width line break hints * add dirty hack for kana being clipped at the right edge of the info panel * Changed line to original meaning * Added zero width spaces to option descriptions * Japanese localization 2nd pass * Remove furigana from Video_BackendError * add more japanese specific hacks for installer_wizard description * locale small fixes * Update config_locale.cpp * options menu scroll fixes, minor localization touchups * adjust installer wizard text spacing * fix installer wizard text positioning when a line starts with a normal kana in japanese * Installer adjustment * option fixes * Added missing line break on introduction * do touchups to message window annotation drop shadow * adjust spacing in TitleMissingDLC text to fit furigana properly * add brianuuuSonic to credits * change capitalization of xbox in xbox color correction * remove usage of temporaries * tweak cutscene aspect ratio description * add missing credit for german translation * update resources submodule --------- Co-authored-by: brianuuu <38166666+brianuuu@users.noreply.github.com>
595 lines
19 KiB
C++
595 lines
19 KiB
C++
#include "message_window.h"
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#include <api/SWA.h>
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#include <gpu/imgui/imgui_snapshot.h>
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#include <gpu/video.h>
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#include <hid/hid.h>
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#include <locale/locale.h>
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#include <ui/button_guide.h>
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#include <ui/imgui_utils.h>
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#include <app.h>
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#include <decompressor.h>
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#include <exports.h>
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#include <sdl_listener.h>
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constexpr double OVERLAY_CONTAINER_COMMON_MOTION_START = 0;
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constexpr double OVERLAY_CONTAINER_COMMON_MOTION_END = 11;
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constexpr double OVERLAY_CONTAINER_INTRO_FADE_START = 5;
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constexpr double OVERLAY_CONTAINER_INTRO_FADE_END = 9;
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constexpr double OVERLAY_CONTAINER_OUTRO_FADE_START = 0;
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constexpr double OVERLAY_CONTAINER_OUTRO_FADE_END = 4;
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static bool g_isAwaitingResult = false;
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static bool g_isClosing = false;
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static bool g_isControlsVisible = false;
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static double g_rowSelectionTime;
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static int g_selectedRowIndex;
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static int g_prevSelectedRowIndex;
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static int g_foregroundCount;
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static bool g_upWasHeld;
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static bool g_downWasHeld;
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static ImVec2 g_joypadAxis = {};
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static bool g_isAccepted;
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static bool g_isDeclined;
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static double g_appearTime;
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static double g_controlsAppearTime;
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static ImFont* g_fntSeurat;
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std::string g_text;
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int g_result;
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std::vector<std::string> g_buttons;
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int g_defaultButtonIndex;
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int g_cancelButtonIndex;
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class SDLEventListenerForMessageWindow : public SDLEventListener
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{
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public:
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bool OnSDLEvent(SDL_Event* event) override
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{
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if (App::s_isInit || !MessageWindow::s_isVisible || !hid::IsInputAllowed())
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return false;
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constexpr float axisValueRange = 32767.0f;
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constexpr float axisTapRange = 0.5f;
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ImVec2 tapDirection = {};
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switch (event->type)
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{
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case SDL_KEYDOWN:
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{
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switch (event->key.keysym.scancode)
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{
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case SDL_SCANCODE_UP:
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g_joypadAxis.y = -1.0f;
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break;
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case SDL_SCANCODE_DOWN:
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g_joypadAxis.y = 1.0f;
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break;
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case SDL_SCANCODE_RETURN:
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case SDL_SCANCODE_KP_ENTER:
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g_isAccepted = true;
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break;
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case SDL_SCANCODE_ESCAPE:
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g_isDeclined = true;
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break;
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}
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break;
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}
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case SDL_MOUSEBUTTONDOWN:
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{
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// Only accept left mouse button.
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if (event->button.button != SDL_BUTTON_LEFT)
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break;
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// Only accept mouse buttons when an item is selected.
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if (g_isControlsVisible && g_selectedRowIndex == -1)
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break;
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g_isAccepted = true;
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break;
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}
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case SDL_CONTROLLERBUTTONDOWN:
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{
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switch (event->cbutton.button)
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{
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case SDL_CONTROLLER_BUTTON_DPAD_UP:
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g_joypadAxis = { 0.0f, -1.0f };
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
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g_joypadAxis = { 0.0f, 1.0f };
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break;
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case SDL_CONTROLLER_BUTTON_A:
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g_isAccepted = true;
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break;
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case SDL_CONTROLLER_BUTTON_B:
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g_isDeclined = true;
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break;
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}
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break;
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}
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case SDL_CONTROLLERAXISMOTION:
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{
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if (event->caxis.axis < 2)
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{
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float newAxisValue = event->caxis.value / axisValueRange;
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bool sameDirection = (newAxisValue * g_joypadAxis[event->caxis.axis]) > 0.0f;
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bool wasInRange = abs(g_joypadAxis[event->caxis.axis]) > axisTapRange;
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bool isInRange = abs(newAxisValue) > axisTapRange;
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if (sameDirection && !wasInRange && isInRange)
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tapDirection[event->caxis.axis] = newAxisValue;
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g_joypadAxis[event->caxis.axis] = newAxisValue;
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}
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break;
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}
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}
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return false;
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}
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}
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g_sdlEventListenerForMessageWindow;
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bool DrawContainer(float appearTime, ImVec2 centre, ImVec2 max, bool isForeground = true)
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{
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auto drawList = ImGui::GetBackgroundDrawList();
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ImVec2 _min = { centre.x - max.x, centre.y - max.y };
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ImVec2 _max = { centre.x + max.x, centre.y + max.y };
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// Expand/retract animation.
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auto containerMotion = ComputeMotion(appearTime, OVERLAY_CONTAINER_COMMON_MOTION_START, OVERLAY_CONTAINER_COMMON_MOTION_END);
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if (g_isClosing)
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{
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_min.x = Hermite(_min.x, centre.x, containerMotion);
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_max.x = Hermite(_max.x, centre.x, containerMotion);
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_min.y = Hermite(_min.y, centre.y, containerMotion);
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_max.y = Hermite(_max.y, centre.y, containerMotion);
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}
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else
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{
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_min.x = Hermite(centre.x, _min.x, containerMotion);
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_max.x = Hermite(centre.x, _max.x, containerMotion);
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_min.y = Hermite(centre.y, _min.y, containerMotion);
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_max.y = Hermite(centre.y, _max.y, containerMotion);
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}
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// Transparency fade animation.
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auto colourMotion = g_isClosing
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? ComputeMotion(appearTime, OVERLAY_CONTAINER_OUTRO_FADE_START, OVERLAY_CONTAINER_OUTRO_FADE_END)
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: ComputeMotion(appearTime, OVERLAY_CONTAINER_INTRO_FADE_START, OVERLAY_CONTAINER_INTRO_FADE_END);
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auto alpha = g_isClosing
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? Lerp(1, 0, colourMotion)
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: Lerp(0, 1, colourMotion);
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if (!isForeground)
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g_foregroundCount++;
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if (isForeground)
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drawList->AddRectFilled({ 0.0f, 0.0f }, ImGui::GetIO().DisplaySize, IM_COL32(0, 0, 0, 190 * (g_foregroundCount ? 1 : alpha)));
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DrawPauseContainer(_min, _max, alpha);
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if (containerMotion >= 1.0f && !g_isClosing)
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{
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drawList->PushClipRect(_min, _max);
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return true;
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}
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return false;
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}
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void DrawButton(int rowIndex, float yOffset, float width, float height, std::string& text)
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{
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auto drawList = ImGui::GetBackgroundDrawList();
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auto clipRectMin = drawList->GetClipRectMin();
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auto clipRectMax = drawList->GetClipRectMax();
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ImVec2 min = { clipRectMin.x + ((clipRectMax.x - clipRectMin.x) - width) / 2, clipRectMin.y + height * rowIndex + yOffset };
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ImVec2 max = { min.x + width, min.y + height };
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bool isSelected = rowIndex == g_selectedRowIndex;
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if (isSelected)
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{
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auto prevItemOffset = (g_prevSelectedRowIndex - g_selectedRowIndex) * height;
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auto animRatio = std::clamp((ImGui::GetTime() - g_rowSelectionTime) * 60.0 / 8.0, 0.0, 1.0);
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prevItemOffset *= pow(1.0 - animRatio, 3.0);
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DrawSelectionContainer({ min.x, min.y + prevItemOffset }, { max.x, max.y + prevItemOffset }, true);
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}
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auto fontSize = Scale(28);
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auto textSize = g_fntSeurat->CalcTextSizeA(fontSize, FLT_MAX, 0, text.c_str());
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// Show low quality text in-game.
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if (App::s_isInit)
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SetShaderModifier(IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT);
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DrawTextWithShadow
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(
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g_fntSeurat,
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fontSize,
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{ /* X */ min.x + ((max.x - min.x) - textSize.x) / 2, /* Y */ min.y + ((max.y - min.y) - textSize.y) / 2 },
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isSelected ? IM_COL32(255, 128, 0, 255) : IM_COL32(255, 255, 255, 255),
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text.c_str()
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);
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// Reset the shader modifier.
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if (App::s_isInit)
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SetShaderModifier(IMGUI_SHADER_MODIFIER_NONE);
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}
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void DrawNextButtonGuide(bool isController, bool isKeyboard)
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{
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auto icon = isController
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? EButtonIcon::A
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: isKeyboard
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? EButtonIcon::Enter
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: EButtonIcon::LMB;
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auto fontQuality = EFontQuality::High;
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// Always show controller prompt and low quality text in-game.
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if (App::s_isInit)
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{
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icon = EButtonIcon::A;
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fontQuality = EFontQuality::Low;
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}
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ButtonGuide::Open(Button("Common_Next", FLT_MAX, icon, fontQuality));
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}
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static void ResetSelection()
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{
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/* Always use -1 for mouse input to prevent the selection
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cursor from erroneously appearing where it shouldn't. */
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g_selectedRowIndex = hid::g_inputDevice == hid::EInputDevice::Mouse
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? -1
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: g_defaultButtonIndex;
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g_upWasHeld = false;
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g_downWasHeld = false;
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g_joypadAxis = {};
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g_isAccepted = false;
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g_isDeclined = false;
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}
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void MessageWindow::Init()
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{
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auto& io = ImGui::GetIO();
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g_fntSeurat = ImFontAtlasSnapshot::GetFont("FOT-SeuratPro-M.otf");
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}
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void MessageWindow::Draw()
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{
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if (!s_isVisible)
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return;
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auto drawList = ImGui::GetBackgroundDrawList();
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auto& res = ImGui::GetIO().DisplaySize;
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ImVec2 centre = { res.x / 2, res.y / 2 };
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auto maxWidth = Scale(820);
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auto fontSize = Scale(28);
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const auto input = RemoveRubyAnnotations(g_text.c_str());
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auto lines = Split(input.first.c_str(), g_fntSeurat, fontSize, maxWidth);
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for (auto& line : lines)
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{
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line = ReAddRubyAnnotations(line, input.second);
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}
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auto lineMargin = Config::Language != ELanguage::Japanese ? 5.0f : 5.5f;
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auto textSize = MeasureCentredParagraph(g_fntSeurat, fontSize, lineMargin, lines);
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auto textMarginX = Scale(37);
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auto textMarginY = Scale(45);
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auto textX = centre.x;
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auto textY = centre.y + Scale(3);
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if (Config::Language == ELanguage::Japanese)
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{
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textMarginX -= Scale(2.5f);
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textMarginY -= Scale(2.0f);
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textY += Scale(lines.size() % 2 == 0 ? 1.5f : 8.0f);
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}
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bool isController = hid::IsInputDeviceController();
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bool isKeyboard = hid::g_inputDevice == hid::EInputDevice::Keyboard;
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// Handle controller input when the game is booted.
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if (App::s_isInit)
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{
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// Always assume keyboard to prevent mouse from blocking control in-game.
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isKeyboard = true;
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if (auto pInputState = SWA::CInputState::GetInstance())
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{
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auto& rPadState = pInputState->GetPadState();
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g_joypadAxis.y = rPadState.LeftStickVertical;
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if (rPadState.IsTapped(SWA::eKeyState_DpadUp))
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g_joypadAxis.y = -1.0f;
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if (rPadState.IsTapped(SWA::eKeyState_DpadDown))
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g_joypadAxis.y = 1.0f;
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g_isAccepted = rPadState.IsTapped(SWA::eKeyState_A);
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g_isDeclined = rPadState.IsTapped(SWA::eKeyState_B);
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if (isKeyboard)
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g_isAccepted = g_isAccepted || rPadState.IsTapped(SWA::eKeyState_Start);
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}
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}
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if (DrawContainer(g_appearTime, centre, { textSize.x / 2 + textMarginX, textSize.y / 2 + textMarginY }, !g_isControlsVisible))
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{
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// Use low quality text when the game is booted to not clash with existing UI.
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if (App::s_isInit)
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SetShaderModifier(IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT);
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DrawRubyAnnotatedText
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(
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g_fntSeurat,
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fontSize,
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maxWidth,
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{ textX, textY },
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lineMargin,
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g_text.c_str(),
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[=](const char* str, ImVec2 pos)
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{
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DrawTextWithShadow(g_fntSeurat, fontSize, pos, IM_COL32(255, 255, 255, 255), str);
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},
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[=](const char* str, float size, ImVec2 pos)
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{
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DrawTextWithShadow(g_fntSeurat, size, pos, IM_COL32(255, 255, 255, 255), str, 1.5f, 1.5f);
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},
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true
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);
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// Reset the shader modifier.
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if (App::s_isInit)
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SetShaderModifier(IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT);
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drawList->PopClipRect();
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if (g_buttons.size())
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{
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auto itemWidth = std::max(Scale(162), Scale(CalcWidestTextSize(g_fntSeurat, fontSize, g_buttons)));
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auto itemHeight = Scale(57);
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auto windowMarginX = Scale(23);
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auto windowMarginY = Scale(30);
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ImVec2 controlsMax = { /* X */ itemWidth / 2 + windowMarginX, /* Y */ itemHeight / 2 * g_buttons.size() + windowMarginY };
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if (g_isControlsVisible && DrawContainer(g_controlsAppearTime, centre, controlsMax))
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{
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auto rowCount = 0;
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for (auto& button : g_buttons)
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DrawButton(rowCount++, windowMarginY, itemWidth, itemHeight, button);
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if (isController || isKeyboard)
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{
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bool upIsHeld = g_joypadAxis.y > 0.5f;
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bool downIsHeld = g_joypadAxis.y < -0.5f;
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bool scrollUp = !g_upWasHeld && upIsHeld;
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bool scrollDown = !g_downWasHeld && downIsHeld;
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auto prevSelectedRowIndex = g_selectedRowIndex;
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if (scrollUp)
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{
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--g_selectedRowIndex;
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if (g_selectedRowIndex < 0)
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g_selectedRowIndex = rowCount - 1;
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}
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else if (scrollDown)
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{
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++g_selectedRowIndex;
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if (g_selectedRowIndex >= rowCount)
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g_selectedRowIndex = 0;
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}
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if (scrollUp || scrollDown)
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{
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Game_PlaySound("sys_actstg_pausecursor");
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g_rowSelectionTime = ImGui::GetTime();
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g_prevSelectedRowIndex = prevSelectedRowIndex;
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g_joypadAxis.y = 0;
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}
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g_upWasHeld = upIsHeld;
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g_downWasHeld = downIsHeld;
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auto selectIcon = EButtonIcon::A;
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auto backIcon = EButtonIcon::B;
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if (isController || isKeyboard)
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{
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if (isKeyboard && !App::s_isInit)
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{
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// Only display keyboard prompt during installer.
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selectIcon = EButtonIcon::Enter;
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backIcon = EButtonIcon::Escape;
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}
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auto fontQuality = EFontQuality::High;
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if (App::s_isInit)
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{
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// Show low quality text in-game.
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fontQuality = EFontQuality::Low;
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}
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std::array<Button, 2> buttons =
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{
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Button("Common_Select", 115.0f, selectIcon, fontQuality),
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Button("Common_Back", FLT_MAX, backIcon, fontQuality),
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};
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ButtonGuide::Open(buttons);
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}
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if (g_isDeclined)
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{
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g_result = g_cancelButtonIndex;
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Game_PlaySound("sys_actstg_pausecansel");
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MessageWindow::Close();
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}
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}
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else if (!App::s_isInit) // Only accept mouse input during installer.
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{
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auto clipRectMin = drawList->GetClipRectMin();
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auto clipRectMax = drawList->GetClipRectMax();
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ImVec2 listMin = { clipRectMin.x + windowMarginX, clipRectMin.y + windowMarginY };
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ImVec2 listMax = { clipRectMax.x - windowMarginX, clipRectMin.y + windowMarginY + itemHeight * rowCount };
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// Invalidate index if the mouse cursor is outside of the list box.
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if (!ImGui::IsMouseHoveringRect(listMin, listMax, false))
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g_selectedRowIndex = -1;
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for (int i = 0; i < rowCount; i++)
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{
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ImVec2 itemMin = { listMin.x, listMin.y + itemHeight * i };
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ImVec2 itemMax = { listMax.x, clipRectMin.y + windowMarginY + itemHeight * i + itemHeight };
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if (ImGui::IsMouseHoveringRect(itemMin, itemMax, false))
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{
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if (g_selectedRowIndex != i)
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|
Game_PlaySound("sys_actstg_pausecursor");
|
|
|
|
g_selectedRowIndex = i;
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
std::array<Button, 2> buttons =
|
|
{
|
|
Button("Common_Select", 115.0f, EButtonIcon::LMB),
|
|
Button("Common_Back", FLT_MAX, EButtonIcon::Escape),
|
|
};
|
|
|
|
ButtonGuide::Open(buttons);
|
|
}
|
|
|
|
if (g_selectedRowIndex != -1 && g_isAccepted)
|
|
{
|
|
g_result = g_selectedRowIndex;
|
|
|
|
Game_PlaySound("sys_actstg_pausedecide");
|
|
MessageWindow::Close();
|
|
}
|
|
|
|
drawList->PopClipRect();
|
|
}
|
|
else
|
|
{
|
|
DrawNextButtonGuide(isController, isKeyboard);
|
|
|
|
if (!g_isControlsVisible && g_isAccepted)
|
|
{
|
|
g_controlsAppearTime = ImGui::GetTime();
|
|
g_isControlsVisible = true;
|
|
|
|
ResetSelection();
|
|
Game_PlaySound("sys_actstg_pausewinopen");
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
DrawNextButtonGuide(isController, isKeyboard);
|
|
|
|
if (g_isAccepted)
|
|
{
|
|
g_result = 0;
|
|
|
|
MessageWindow::Close();
|
|
}
|
|
}
|
|
}
|
|
else if (g_isClosing)
|
|
{
|
|
s_isVisible = false;
|
|
}
|
|
}
|
|
|
|
bool MessageWindow::Open(std::string text, int* result, std::span<std::string> buttons, int defaultButtonIndex, int cancelButtonIndex)
|
|
{
|
|
if (!g_isAwaitingResult && *result == -1)
|
|
{
|
|
s_isVisible = true;
|
|
g_isClosing = false;
|
|
g_isControlsVisible = false;
|
|
g_foregroundCount = 0;
|
|
g_appearTime = ImGui::GetTime();
|
|
g_controlsAppearTime = ImGui::GetTime();
|
|
|
|
g_text = text;
|
|
g_buttons = std::vector(buttons.begin(), buttons.end());
|
|
g_defaultButtonIndex = defaultButtonIndex;
|
|
g_cancelButtonIndex = cancelButtonIndex;
|
|
|
|
ResetSelection();
|
|
|
|
Game_PlaySound("sys_actstg_pausewinopen");
|
|
|
|
g_isAwaitingResult = true;
|
|
}
|
|
|
|
*result = g_result;
|
|
|
|
// Returns true when the message window is closed.
|
|
return !g_isAwaitingResult;
|
|
}
|
|
|
|
void MessageWindow::Close()
|
|
{
|
|
if (!g_isClosing)
|
|
{
|
|
g_appearTime = ImGui::GetTime();
|
|
g_controlsAppearTime = ImGui::GetTime();
|
|
g_isClosing = true;
|
|
g_isControlsVisible = false;
|
|
g_foregroundCount = 0;
|
|
g_isAwaitingResult = false;
|
|
|
|
ButtonGuide::Close();
|
|
}
|
|
|
|
Game_PlaySound("sys_actstg_pausewinclose");
|
|
}
|