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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
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Transform tagging for pause screen cursor
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@ -109,7 +109,7 @@ void Player_DrawHookshotReticle(PlayState* play, Player* player, f32 hookshotDis
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Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
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// @recomp Tag the reticle's transform.
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gEXMatrixGroupSimple(OVERLAY_DISP++, HOOKSHOT_RETICLE_ID, G_EX_PUSH, G_MTX_MODELVIEW,
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gEXMatrixGroupSimple(OVERLAY_DISP++, HOOKSHOT_RETICLE_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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@ -11,7 +11,9 @@
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#define SOARING_CAPSULE_TRANSFORM_ID 0x301U
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#define BOWSTRING_TRANSFORM_ID 0x400U
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#define HOOKSHOT_RETICLE_ID 0x401U
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#define HOOKSHOT_RETICLE_TRANSFORM_ID 0x401U
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#define PAUSE_CURSOR_TRANSFORM_ID_START 0x500U
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#define ACTOR_TRANSFORM_LIMB_COUNT 128
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#define ACTOR_TRANSFORM_ID_COUNT (ACTOR_TRANSFORM_LIMB_COUNT * 2) // One ID for each limb and another for each post-draw
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74
patches/ui_transform_tagging.c
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74
patches/ui_transform_tagging.c
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@ -0,0 +1,74 @@
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#include "patches.h"
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#include "transform_ids.h"
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#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
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extern s16 sCursorPrimR;
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extern s16 sCursorPrimG;
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extern s16 sCursorPrimB;
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extern s16 sCursorEnvR;
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extern s16 sCursorEnvG;
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extern s16 sCursorEnvB;
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extern f32 sCursorCirclesX[4];
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extern f32 sCursorCirclesY[4];
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extern u64 gPauseMenuCursorTex[];
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s16 kaleido_s16(s16* addr) {
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return *(s16*)KaleidoManager_GetRamAddr(addr);
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}
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f32 kaleido_f32(f32* addr) {
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return *(f32*)KaleidoManager_GetRamAddr(addr);
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}
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void KaleidoScope_DrawCursor(PlayState* play) {
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PauseContext* pauseCtx = &play->pauseCtx;
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s16 i;
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OPEN_DISPS(play->state.gfxCtx);
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if ((pauseCtx->mainState == PAUSE_MAIN_STATE_IDLE) ||
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(pauseCtx->mainState == PAUSE_MAIN_STATE_IDLE_CURSOR_ON_SONG) ||
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((pauseCtx->pageIndex == PAUSE_QUEST) && ((pauseCtx->mainState <= PAUSE_MAIN_STATE_SONG_PLAYBACK) ||
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(pauseCtx->mainState == PAUSE_MAIN_STATE_SONG_PROMPT) ||
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(pauseCtx->mainState == PAUSE_MAIN_STATE_IDLE_CURSOR_ON_SONG)))) {
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gDPPipeSync(POLY_OPA_DISP++);
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gDPSetCombineLERP(POLY_OPA_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
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PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
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// @recomp manual relocations, TODO remove when recompiler can handle this.
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, kaleido_s16(&sCursorPrimR), kaleido_s16(&sCursorPrimG), kaleido_s16(&sCursorPrimB), 255);
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gDPSetEnvColor(POLY_OPA_DISP++, kaleido_s16(&sCursorEnvR), kaleido_s16(&sCursorEnvG), kaleido_s16(&sCursorEnvB), 255);
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Matrix_Translate(pauseCtx->cursorX, pauseCtx->cursorY, -50.0f, MTXMODE_NEW);
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Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
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for (i = 0; i < 4; i++) {
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Matrix_Push();
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// @recomp manual relocations, TODO remove when recompiler can handle this.
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Matrix_Translate(kaleido_f32(&sCursorCirclesX[i]), kaleido_f32(&sCursorCirclesY[i]), -50.0f, MTXMODE_APPLY);
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// @recomp Tag the current pause cursor segment.
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gEXMatrixGroupDecomposed(POLY_OPA_DISP++, PAUSE_CURSOR_TRANSFORM_ID_START + i, G_EX_PUSH, G_MTX_MODELVIEW,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPPipeSync(POLY_OPA_DISP++);
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gDPLoadTextureBlock(POLY_OPA_DISP++, gPauseMenuCursorTex, G_IM_FMT_IA, G_IM_SIZ_8b, 16, 16, 0,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
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G_TX_NOLOD, G_TX_NOLOD);
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gSPVertex(POLY_OPA_DISP++, &pauseCtx->cursorVtx[0], 4, 0);
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gSP1Quadrangle(POLY_OPA_DISP++, 0, 2, 3, 1, 0);
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// @recomp Pop the pause cursor segment's transform id.
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gEXPopMatrixGroup(POLY_OPA_DISP++);
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Matrix_Pop();
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}
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gDPPipeSync(POLY_OPA_DISP++);
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gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255);
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}
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CLOSE_DISPS(play->state.gfxCtx);
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}
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