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author | Loyyid <50513878+Loyyid@users.noreply.github.com> | 2020-03-26 13:00:51 -0500 |
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committer | Loyyid <50513878+Loyyid@users.noreply.github.com> | 2020-03-26 13:00:51 -0500 |
commit | f6f1faa404d5b0bcfa077fc76471dbe335550bee (patch) | |
tree | 4a988a5bac6dbc38f8a114f812738e67e98c1c29 | |
parent | da6c9e33134015dc8e989511c17148f0e2d8a580 (diff) |
Updated Add a Debug Mode (markdown)
-rw-r--r-- | Add-a-Debug-Mode.md | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/Add-a-Debug-Mode.md b/Add-a-Debug-Mode.md index 5205bc9..b79eaab 100644 --- a/Add-a-Debug-Mode.md +++ b/Add-a-Debug-Mode.md @@ -380,4 +380,6 @@ void Debug_ShowMainMenu(void) { This is the function that gets called in `field_control_avatar.c`. It first creates both a window and a list menu, which we've already discussed, and then creates a *task* to handle user input. A task is just a function which is invoked each frame. The task for this menu is the function `DebugTask_HandleMainMenuInput`, which checks for user input and delegates to the functions specified in `sDebugMenuActions`. -You should now be able to compile and run your game and open and close the debug menu. At this point my work is done; it's up to you now to decide what functionality to provide in your debug menu.
\ No newline at end of file +You should now be able to compile and run your game and open and close the debug menu. At this point my work is done; it's up to you now to decide what functionality to provide in your debug menu. + +This guide is thanks to Ketsuban
\ No newline at end of file |