2#include <lib/egg/heap/eggHeap.hpp>
3#include <lib/egg/fader/eggColorFader.hpp>
34 void SetSoftResetFinish();
35 void SetSoftResetScene();
36 void PostDeleteScene();
53 bool mResetCallbackCalled;
54 bool mPowerCallbackCalled;
55 bool mInteriorReturnDataManager;
57 u32 mHbmResetTypeMaybe;
58 u32 mHbmPowerOffTypeMaybe;
59 u32 mSoftResetStateMaybe;
60 bool mSoftResetPermitted;
63 bool mSoftResetRequested;
64 bool mFadeOutRequested;
67 void *mpAudioResetFunc;
68 void *mpAudioExitFunc;
System reset management class.
Exec_e
The possible hard reset procedures.
@ RESTART_GAME
[Unused]. Reboots the game's DOL.
@ RETURN_DATA_MANAGER
Returns to the Wii Menu's Data Manager.
@ RETURN_WII_MENU
Returns to the Wii Menu.
@ REBOOT_SYSTEM
[Unused]. Reboots the entire console.
@ NONE
Does not execute any reset procedure.
@ POWER_OFF
Turns off the console.
static dReset::Manage_c * GetInstance()
Gets a pointer to the instance of this class.
int mModeProc
The game's current running state. See Mode_e.
Mode_e
The game's possible running states.
@ NORMAL
The game is running regularly.
@ FATAL_ERROR
The game cannot read the NAND and cannot proceed.
@ HBM_WAIT
The home menu is open.
@ SAFETY_WAIT
The game is about to execute the hard reset procedure indicated in mExecMode.
@ DISK_WAIT
The game cannot read the DVD and cannot proceed.
@ SOFT_RESET
The game is being soft reset (from the Home Menu).
@ NO_CHANGE
The game's running state hasn't changed [value used in mModeInit].
int mExecMode
The hard reset procedure to be executed. See Exec_e.
int mModeInit
The running state the game's about to switch to. See Mode_e.