Fix bad scissor on A button text

This commit is contained in:
Mr-Wiseguy 2023-12-24 02:31:13 -05:00
parent 899bbb205e
commit 675719cdcf

View File

@ -376,6 +376,7 @@ void Interface_Draw(PlayState* play) {
-(SCREEN_WIDTH - margin_reduction) * 4, -margin_reduction * 4,
-(SCREEN_WIDTH - margin_reduction) * 4, -margin_reduction * 4);
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_RIGHT, -(SCREEN_WIDTH - margin_reduction) * 4, -margin_reduction * 4);
gEXSetScissorAlign(OVERLAY_DISP++, G_EX_ORIGIN_RIGHT, G_EX_ORIGIN_RIGHT, -(SCREEN_WIDTH - margin_reduction), -margin_reduction, -(SCREEN_WIDTH - margin_reduction), -margin_reduction, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
Interface_SetOrthoView(interfaceCtx);
Gfx_SetupDL39_Overlay(play->state.gfxCtx);
@ -389,6 +390,9 @@ void Interface_Draw(PlayState* play) {
Interface_DrawAButton(play);
// @recomp Adjust any scissors to cover the whole screen
gEXSetScissorAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_RIGHT, 0, -margin_reduction, -SCREEN_WIDTH, margin_reduction, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
// @recomp Move the item being equipped from the center of the screen to the right edge as the timer counts down
if (gKaleidoMgrOverlayTable[0].loadedRamAddr != NULL) {
// These are overlay symbols, so their addresses need to be offset to get their actual loaded vram address.