Zelda64Recomp/patches/options.c

1142 lines
49 KiB
C

#include "patches.h"
#include "misc_funcs.h"
#include "z64shrink_window.h"
#include "overlays/gamestates/ovl_file_choose/z_file_select.h"
#define FS_BTN_CONFIRM_REWIND 2
INCBIN(rewind_button_texture, "rewind.ia16.bin");
extern u64 gFileSelFileNameBoxTex[];
extern u64 gFileSelConnectorTex[];
extern u64 gFileSelBlankButtonTex[];
extern u64 gFileSelBigButtonHighlightTex[];
extern u64 gFileSelFileInfoBox0Tex[];
extern u64 gFileSelFileInfoBox1Tex[];
extern u64 gFileSelFileInfoBox2Tex[];
extern u64 gFileSelFileInfoBox3Tex[];
extern u64 gFileSelFileInfoBox4Tex[];
extern u64 gFileSelFileExtraInfoBox0Tex[];
extern u64 gFileSelFileExtraInfoBox1Tex[];
extern u64 gFileSelOptionsButtonENGTex[];
extern u64 gFileSelPleaseSelectAFileENGTex[];
extern u64 gFileSelOpenThisFileENGTex[];
extern u64 gFileSelCopyWhichFileENGTex[];
extern u64 gFileSelCopyToWhichFileENGTex[];
extern u64 gFileSelAreYouSureCopyENGTex[];
extern u64 gFileSelFileCopiedENGTex[];
extern u64 gFileSelEraseWhichFileENGTex[];
extern u64 gFileSelAreYouSureEraseENGTex[];
extern u64 gFileSelFileErasedENGTex[];
extern u64 gFileSelNoFileToCopyENGTex[];
extern u64 gFileSelNoFileToEraseENGTex[];
extern u64 gFileSelNoEmptyFileENGTex[];
extern u64 gFileSelFileEmptyENGTex[];
extern u64 gFileSelFileInUseENGTex[];
extern u64 gFileSelFile1ButtonENGTex[];
extern u64 gFileSelFile2ButtonENGTex[];
extern u64 gFileSelFile3ButtonENGTex[];
extern u64 gFileSelCopyButtonENGTex[];
extern u64 gFileSelEraseButtonENGTex[];
extern u64 gFileSelYesButtonENGTex[];
extern u64 gFileSelQuitButtonENGTex[];
// TODO extern these when the recompiler handles relocations automatically.
s16 D_80814280[] = {
2, 3, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 0, 1, 1, 2, 1, 1, 4, 2, 2, 2, 1, 1, 0, 2, 0, 1, 1, 1, 1, 1, 0,
1, 1, 1, 2, 2, 2, 2, 2, 3, 2, 2, 4, 3, 2, 4, 1, 2, 2, 1, 1, 2, 2, 3, 2, 2, 0, 2, 2, 2, 0, 3, 1, 0,
};
s16 sWindowContentColors[] = { 100, 150, 255 };
TexturePtr sFileInfoBoxTextures[] = {
gFileSelFileInfoBox0Tex, gFileSelFileInfoBox1Tex, gFileSelFileInfoBox2Tex, gFileSelFileInfoBox3Tex,
gFileSelFileInfoBox4Tex, gFileSelFileExtraInfoBox0Tex, gFileSelFileExtraInfoBox1Tex,
};
TexturePtr sTitleLabels[] = {
gFileSelPleaseSelectAFileENGTex, gFileSelOpenThisFileENGTex, gFileSelCopyWhichFileENGTex,
gFileSelCopyToWhichFileENGTex, gFileSelAreYouSureCopyENGTex, gFileSelFileCopiedENGTex,
gFileSelEraseWhichFileENGTex, gFileSelAreYouSureEraseENGTex, gFileSelFileErasedENGTex,
};
TexturePtr sWarningLabels[] = {
gFileSelNoFileToCopyENGTex, gFileSelNoFileToEraseENGTex, gFileSelNoEmptyFileENGTex,
gFileSelFileEmptyENGTex, gFileSelFileInUseENGTex,
};
TexturePtr sFileButtonTextures[] = {
gFileSelFile1ButtonENGTex,
gFileSelFile2ButtonENGTex,
gFileSelFile3ButtonENGTex,
};
TexturePtr sActionButtonTextures[] = {
gFileSelCopyButtonENGTex,
gFileSelEraseButtonENGTex,
gFileSelYesButtonENGTex,
gFileSelQuitButtonENGTex,
};
s16 sFileInfoBoxPartWidths[] = {
36, 36, 36, 36, 24, 28, 28,
};
s16 sWalletFirstDigit[] = {
1, // tens (Default Wallet)
0, // hundreds (Adult Wallet)
0, // hundreds (Giant Wallet)
};
s16 D_80814620[] = { 8, 8, 8, 0 };
s16 D_80814628[] = { 12, 12, 12, 0 };
s16 D_80814630[] = { 12, 12, 12, 0 };
s16 D_80814638[] = {
88, 104, 120, 940, 944, 948,
};
s16 D_80814644[] = { 88, 104, 120, 944 };
s16 D_8081464C[] = { 940, 944 };
s16 D_80814650[] = { 940, 944, 948 };
void FileSelect_Main(GameState* thisx);
void FileSelect_InitContext(GameState* thisx);
void FileSelect_DrawFileInfo(GameState *thisx, s16 fileIndex);
void FileSelect_SplitNumber(u16 value, u16 *hundreds, u16 *tens, u16 *ones);
// @recomp The options button is now the quit button, so close recomp instead of opening the options.
void FileSelect_RotateToOptions(GameState* thisx) {
recomp_exit();
}
void FileSelect_Init(GameState* thisx) {
s32 pad;
FileSelectState* this = (FileSelectState*)thisx;
size_t size;
GameState_SetFramerateDivisor(&this->state, 1);
Matrix_Init(&this->state);
ShrinkWindow_Init();
View_Init(&this->view, this->state.gfxCtx);
// @recomp manually relocate these symbols as the recompiler doesn't do this automatically for patches yet.
GameStateOverlay* ovl = &gGameStateOverlayTable[GAMESTATE_FILE_SELECT];
this->state.main = (void*)((u32)FileSelect_Main - (u32)ovl->vramStart + (u32)ovl->loadedRamAddr);
this->state.destroy = (void*)((u32)FileSelect_Destroy - (u32)ovl->vramStart + (u32)ovl->loadedRamAddr);
FileSelect_InitContext(&this->state);
Font_LoadOrderedFont(&this->font);
size = SEGMENT_ROM_SIZE(title_static);
this->staticSegment = THA_AllocTailAlign16(&this->state.tha, size);
DmaMgr_SendRequest0(this->staticSegment, SEGMENT_ROM_START(title_static), size);
size = SEGMENT_ROM_SIZE(parameter_static);
this->parameterSegment = THA_AllocTailAlign16(&this->state.tha, size);
DmaMgr_SendRequest0(this->parameterSegment, SEGMENT_ROM_START(parameter_static), size);
size = gObjectTable[OBJECT_MAG].vromEnd - gObjectTable[OBJECT_MAG].vromStart;
this->titleSegment = THA_AllocTailAlign16(&this->state.tha, size);
DmaMgr_SendRequest0(this->titleSegment, gObjectTable[OBJECT_MAG].vromStart, size);
Audio_SetSpec(0xA);
// Setting ioData to 1 and writing it to ioPort 7 will skip the harp intro
Audio_PlaySequenceWithSeqPlayerIO(SEQ_PLAYER_BGM_MAIN, NA_BGM_FILE_SELECT, 0, 7, 1);
// @recomp Replace the contents of the options button's texture with the quit button texture.
// Lower impact than replacing the entire `FileSelect_DrawWindowContents` function.
void* options_button_texture = (void*)(this->staticSegment + (u32)gFileSelOptionsButtonENGTex - 0x01000000);
void* quit_button_texture = (void*)(this->staticSegment + (u32)gFileSelQuitButtonENGTex - 0x01000000);
Lib_MemCpy(options_button_texture, quit_button_texture, 64 * 16 * sizeof(u16));
}
void FileSelect_SetWindowContentVtx(GameState *thisx) {
FileSelectState *this = (FileSelectState *)thisx;
u16 vtxId;
s16 j;
s16 i;
s16 spAC;
u16 spA4[3];
u16 *ptr;
s32 posY;
s32 relPosY;
s32 tempPosY;
s32 posX;
s32 index;
this->windowContentVtx = GRAPH_ALLOC(this->state.gfxCtx, 960 * sizeof(Vtx));
// Initialize all windowContentVtx
for (vtxId = 0; vtxId < 960; vtxId += 4) {
// x-coord (left)
this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = 0x12C;
// x-coord (right)
this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] =
this->windowContentVtx[vtxId + 0].v.ob[0] + 16;
// y-coord (top)
this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = 0;
// y-coord (bottom)
this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] =
this->windowContentVtx[vtxId + 0].v.ob[1] - 16;
// z-coordinate
this->windowContentVtx[vtxId + 0].v.ob[2] = this->windowContentVtx[vtxId + 1].v.ob[2] =
this->windowContentVtx[vtxId + 2].v.ob[2] = this->windowContentVtx[vtxId + 3].v.ob[2] = 0;
// flag
this->windowContentVtx[vtxId + 0].v.flag = this->windowContentVtx[vtxId + 1].v.flag =
this->windowContentVtx[vtxId + 2].v.flag = this->windowContentVtx[vtxId + 3].v.flag = 0;
// texture coordinates
this->windowContentVtx[vtxId + 0].v.tc[0] = this->windowContentVtx[vtxId + 0].v.tc[1] =
this->windowContentVtx[vtxId + 1].v.tc[1] = this->windowContentVtx[vtxId + 2].v.tc[0] = 0;
this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 2].v.tc[1] =
this->windowContentVtx[vtxId + 3].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[1] = 0x200;
// alpha
this->windowContentVtx[vtxId + 0].v.cn[0] = this->windowContentVtx[vtxId + 1].v.cn[0] =
this->windowContentVtx[vtxId + 2].v.cn[0] = this->windowContentVtx[vtxId + 3].v.cn[0] =
this->windowContentVtx[vtxId + 0].v.cn[1] = this->windowContentVtx[vtxId + 1].v.cn[1] =
this->windowContentVtx[vtxId + 2].v.cn[1] = this->windowContentVtx[vtxId + 3].v.cn[1] =
this->windowContentVtx[vtxId + 0].v.cn[2] = this->windowContentVtx[vtxId + 1].v.cn[2] =
this->windowContentVtx[vtxId + 2].v.cn[2] = this->windowContentVtx[vtxId + 3].v.cn[2] =
this->windowContentVtx[vtxId + 0].v.cn[3] = this->windowContentVtx[vtxId + 1].v.cn[3] =
this->windowContentVtx[vtxId + 2].v.cn[3] =
this->windowContentVtx[vtxId + 3].v.cn[3] = 255;
}
/** Title Label **/
// x-coord (left)
this->windowContentVtx[0].v.ob[0] = this->windowContentVtx[2].v.ob[0] = this->windowPosX;
// x-coord (right)
this->windowContentVtx[1].v.ob[0] = this->windowContentVtx[3].v.ob[0] = this->windowContentVtx[0].v.ob[0] + 0x80;
// y-coord (top)
this->windowContentVtx[0].v.ob[1] = this->windowContentVtx[1].v.ob[1] = 0x48;
// y-coord (bottom)
this->windowContentVtx[2].v.ob[1] = this->windowContentVtx[3].v.ob[1] = this->windowContentVtx[0].v.ob[1] - 0x10;
// texture coordinates
this->windowContentVtx[1].v.tc[0] = this->windowContentVtx[3].v.tc[0] = 0x1000;
/** File InfoBox **/
// Loop through 3 files
for (vtxId = 4, i = 0; i < 3; i++) {
posX = this->windowPosX - 6;
// Loop through 7 textures
for (j = 0; j < 7; j++, vtxId += 4) {
// x-coord (left)
this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = posX;
// x-coord (right)
this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] =
this->windowContentVtx[vtxId + 0].v.ob[0] + sFileInfoBoxPartWidths[j];
// y-coord(top)
this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] =
this->fileNamesY[i] + 0x2C;
// y-coord (bottom)
this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] =
this->windowContentVtx[vtxId + 0].v.ob[1] - 0x38;
// texture coordinates
this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[0] =
sFileInfoBoxPartWidths[j] << 5;
this->windowContentVtx[vtxId + 2].v.tc[1] = this->windowContentVtx[vtxId + 3].v.tc[1] = 0x700;
// Update X position
posX += sFileInfoBoxPartWidths[j];
}
}
// File Buttons
posX = this->windowPosX - 6;
posY = 44;
// Loop through 3 files
for (j = 0; j < 3; j++, vtxId += 16, posY -= 0x10) {
/* File Button */
// x-coord (left)
this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = posX;
// x-coord (right)
this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] =
this->windowContentVtx[vtxId + 0].v.ob[0] + 0x40;
// y-coord(top)
this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] =
this->buttonYOffsets[j] + posY;
// y-coord (bottom)
this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] =
this->windowContentVtx[vtxId + 0].v.ob[1] - 0x10;
// texture coordinates
this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[0] = 0x800;
/* File Name Box */
// x-coord (left)
this->windowContentVtx[vtxId + 4].v.ob[0] = this->windowContentVtx[vtxId + 6].v.ob[0] = posX + 0x40;
// x-coord (right)
this->windowContentVtx[vtxId + 5].v.ob[0] = this->windowContentVtx[vtxId + 7].v.ob[0] =
this->windowContentVtx[vtxId + 4].v.ob[0] + 0x6C;
// y-coord(top)
this->windowContentVtx[vtxId + 4].v.ob[1] = this->windowContentVtx[vtxId + 5].v.ob[1] =
this->buttonYOffsets[j] + posY;
// y-coord (bottom)
this->windowContentVtx[vtxId + 6].v.ob[1] = this->windowContentVtx[vtxId + 7].v.ob[1] =
this->windowContentVtx[vtxId + 4].v.ob[1] - 0x10;
// texture coordinates
this->windowContentVtx[vtxId + 5].v.tc[0] = this->windowContentVtx[vtxId + 7].v.tc[0] = 0xD80;
/* Connectors */
// x-coord (left)
this->windowContentVtx[vtxId + 8].v.ob[0] = this->windowContentVtx[vtxId + 10].v.ob[0] = posX + 0x34;
// x-coord (right)
this->windowContentVtx[vtxId + 9].v.ob[0] = this->windowContentVtx[vtxId + 11].v.ob[0] =
this->windowContentVtx[vtxId + 8].v.ob[0] + 0x18;
// y-coord(top)
this->windowContentVtx[vtxId + 8].v.ob[1] = this->windowContentVtx[vtxId + 9].v.ob[1] =
this->buttonYOffsets[j] + posY;
// y-coord (bottom)
this->windowContentVtx[vtxId + 10].v.ob[1] = this->windowContentVtx[vtxId + 11].v.ob[1] =
this->windowContentVtx[vtxId + 8].v.ob[1] - 0x10;
// texture coordinates
this->windowContentVtx[vtxId + 9].v.tc[0] = this->windowContentVtx[vtxId + 11].v.tc[0] = 0x300;
/* Blank Button (Owl Save) */
// x-coord (left)
this->windowContentVtx[vtxId + 12].v.ob[0] = this->windowContentVtx[vtxId + 14].v.ob[0] = posX + 0xA9;
// x-coord (right)
this->windowContentVtx[vtxId + 13].v.ob[0] = this->windowContentVtx[vtxId + 15].v.ob[0] =
this->windowContentVtx[vtxId + 12].v.ob[0] + 0x34;
// y-coord(top)
this->windowContentVtx[vtxId + 12].v.ob[1] = this->windowContentVtx[vtxId + 13].v.ob[1] =
this->buttonYOffsets[j] + posY;
// y-coord (bottom)
this->windowContentVtx[vtxId + 14].v.ob[1] = this->windowContentVtx[vtxId + 15].v.ob[1] =
this->windowContentVtx[vtxId + 12].v.ob[1] - 0x10;
// texture coordinates
this->windowContentVtx[vtxId + 13].v.tc[0] = this->windowContentVtx[vtxId + 15].v.tc[0] = 0x680;
}
posY = 44;
// Loop through 3 files
for (j = 0; j < 3; j++, posY -= 16) {
if (!gSaveContext.flashSaveAvailable) {
// Should skip vtxId
// vtxId += 268;
continue;
}
// Account for owl-save offset
spAC = j;
if (this->isOwlSave[j + 2]) {
spAC = j + 2;
}
/* File name */
posX = this->windowPosX - 6;
if ((this->configMode == 0x10) && (j == this->copyDestFileIndex)) {
relPosY = this->fileNamesY[j] + 0x2C;
}
else if (((this->configMode == 0x11) || (this->configMode == 0x12)) && (j == this->copyDestFileIndex)) {
relPosY = this->buttonYOffsets[j] + posY;
}
else {
relPosY = posY + this->buttonYOffsets[j] + this->fileNamesY[j];
}
tempPosY = relPosY - 2;
// Loop through 8 characters of file name
for (i = 0; i < 8; i++, vtxId += 4) {
index = this->fileNames[j][i];
/* File Name */
// x-coord (left)
this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] =
D_80814280[index] + posX + 0x4E;
// x-coord (right)
this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] =
this->windowContentVtx[vtxId + 0].v.ob[0] + 0xB;
// y-coord(top)
this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY;
// y-coord (bottom)
this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] =
this->windowContentVtx[vtxId + 0].v.ob[1] - 0xC;
/* File Name Shadow */
// x-coord (left)
this->windowContentVtx[vtxId + 32].v.ob[0] = this->windowContentVtx[vtxId + 34].v.ob[0] =
D_80814280[index] + posX + 0x4F;
// x-coord (right)
this->windowContentVtx[vtxId + 33].v.ob[0] = this->windowContentVtx[vtxId + 35].v.ob[0] =
this->windowContentVtx[vtxId + 32].v.ob[0] + 0xB;
// y-coord(top)
this->windowContentVtx[vtxId + 32].v.ob[1] = this->windowContentVtx[vtxId + 33].v.ob[1] = tempPosY - 1;
// y-coord (bottom)
this->windowContentVtx[vtxId + 34].v.ob[1] = this->windowContentVtx[vtxId + 35].v.ob[1] =
this->windowContentVtx[vtxId + 32].v.ob[1] - 0xC;
// Update X position
posX += 10;
}
// Account for the shadow
vtxId += 32;
/* Rupee Digits */
posX = this->windowPosX + 14;
tempPosY = relPosY - 0x18;
FileSelect_SplitNumber(this->rupees[spAC], &spA4[0], &spA4[1], &spA4[2]);
index = sWalletFirstDigit[this->walletUpgrades[spAC]];
ptr = &spA4[index];
for (i = 0; i < 3; i++, vtxId += 4, ptr++) {
/* Rupee Digits */
// x-coord (left)
this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] =
D_80814280[*ptr] + posX;
// x-coord (right)
this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] =
this->windowContentVtx[vtxId + 0].v.ob[0] + D_80814628[i];
// y-coord(top)
this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY;
// y-coord (bottom)
this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] =
this->windowContentVtx[vtxId + 0].v.ob[1] - D_80814630[i];
/* Rupee Digits Shadow */
// x-coord (left)
this->windowContentVtx[vtxId + 12].v.ob[0] = this->windowContentVtx[vtxId + 14].v.ob[0] =
this->windowContentVtx[vtxId + 0].v.ob[0] + 1;
// x-coord (right)
this->windowContentVtx[vtxId + 13].v.ob[0] = this->windowContentVtx[vtxId + 15].v.ob[0] =
this->windowContentVtx[vtxId + 12].v.ob[0] + D_80814628[i];
// y-coord(top)
this->windowContentVtx[vtxId + 12].v.ob[1] = this->windowContentVtx[vtxId + 13].v.ob[1] = tempPosY - 1;
// y-coord (bottom)
this->windowContentVtx[vtxId + 14].v.ob[1] = this->windowContentVtx[vtxId + 15].v.ob[1] =
this->windowContentVtx[vtxId + 12].v.ob[1] - D_80814630[i];
// Update X position
posX += D_80814620[i];
}
// Account for the shadow
vtxId += 12;
/* Mask Count */
posX = this->windowPosX + 42;
tempPosY = relPosY - 0x2A;
FileSelect_SplitNumber(this->maskCount[spAC], &spA4[0], &spA4[1], &spA4[2]);
for (i = 1; i < 3; i++, vtxId += 4) {
/* Mask Count */
// x-coord (left)
this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] =
D_80814280[spA4[i]] + posX;
// x-coord (right)
this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] =
this->windowContentVtx[vtxId + 0].v.ob[0] + D_80814628[i];
// y-coord(top)
this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY;
// y-coord (bottom)
this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] =
this->windowContentVtx[vtxId + 0].v.ob[1] - D_80814630[i];
/* Mask Count Shadow */
// x-coord (left)
this->windowContentVtx[vtxId + 8].v.ob[0] = this->windowContentVtx[vtxId + 10].v.ob[0] =
this->windowContentVtx[vtxId + 0].v.ob[0] + 1;
// x-coord (right)
this->windowContentVtx[vtxId + 9].v.ob[0] = this->windowContentVtx[vtxId + 11].v.ob[0] =
this->windowContentVtx[vtxId + 8].v.ob[0] + D_80814628[i];
// y-coord(top)
this->windowContentVtx[vtxId + 8].v.ob[1] = this->windowContentVtx[vtxId + 9].v.ob[1] = tempPosY - 1;
// y-coord (bottom)
this->windowContentVtx[vtxId + 10].v.ob[1] = this->windowContentVtx[vtxId + 11].v.ob[1] =
this->windowContentVtx[vtxId + 8].v.ob[1] - D_80814630[i];
// Update X position
posX += D_80814620[i];
}
// Account for the shadow
vtxId += 8;
/* Hearts */
posX = this->windowPosX + 63;
tempPosY = relPosY - 0x10;
// Loop through 20 hearts
for (i = 0; i < 20; i++, vtxId += 4, posX += 9) {
// x-coord (left)
this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = posX;
// x-coord (right)
this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] =
this->windowContentVtx[vtxId + 0].v.ob[0] + 0xA;
// y-coord(top)
this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY;
// y-coord (bottom)
this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] =
this->windowContentVtx[vtxId + 0].v.ob[1] - 0xA;
// New row of hearts next iteration
if (i == 9) {
posX = this->windowPosX + (63 - 9);
tempPosY -= 8;
}
}
/* Quest Remains */
posX = this->windowPosX + 64;
tempPosY = relPosY - 0x20;
// Loop through 4 Remains
for (i = 0; i < 4; i++, vtxId += 4, posX += 0x18) {
// x-coord (left)
this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = posX;
// x-coord (right)
this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] =
this->windowContentVtx[vtxId + 0].v.ob[0] + 0x14;
// y-coord(top)
this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY;
// y-coord (bottom)
this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] =
this->windowContentVtx[vtxId + 0].v.ob[1] - 0x14;
// texture coordinates
this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 2].v.tc[1] =
this->windowContentVtx[vtxId + 3].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[1] = 0x400;
}
/* Rupee Icon */
// posX = this->windowPosX - 1;
tempPosY = relPosY - 0x15;
// x-coord (left)
this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = this->windowPosX - 1;
// x-coord (right)
this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] =
this->windowContentVtx[vtxId + 0].v.ob[0] + 0x10;
// y-coord(top)
this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY;
// y-coord (bottom)
this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] =
this->windowContentVtx[vtxId + 0].v.ob[1] - 0x10;
// texture coordinates
this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[0] = 0x200;
this->windowContentVtx[vtxId + 2].v.tc[1] = this->windowContentVtx[vtxId + 3].v.tc[1] = 0x200;
vtxId += 4;
/* Heart Piece Count */
// posX = this->windowPosX + 0x27;
tempPosY = relPosY - 0x15;
// x-coord (left)
this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = this->windowPosX + 0x27;
// x-coord (right)
this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] =
this->windowContentVtx[vtxId + 0].v.ob[0] + 0x18;
// y-coord(top)
this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY;
// y-coord (bottom)
this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] =
this->windowContentVtx[vtxId + 0].v.ob[1] - 0x10;
// texture coordinates
this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[0] = 0x300;
this->windowContentVtx[vtxId + 2].v.tc[1] = this->windowContentVtx[vtxId + 3].v.tc[1] = 0x200;
vtxId += 4;
/* Mask Text */
// posX = this->windowPosX - 10;
tempPosY = relPosY - 0x27;
this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = this->windowPosX - 10;
this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] =
this->windowContentVtx[vtxId + 0].v.ob[0] + 0x40;
this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY;
this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] =
this->windowContentVtx[vtxId + 0].v.ob[1] - 0x10;
this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[0] = 0x800;
this->windowContentVtx[vtxId + 2].v.tc[1] = this->windowContentVtx[vtxId + 3].v.tc[1] = 0x200;
this->windowContentVtx[vtxId + 4].v.ob[0] = this->windowContentVtx[vtxId + 6].v.ob[0] =
this->windowContentVtx[vtxId + 0].v.ob[0] + 1;
this->windowContentVtx[vtxId + 5].v.ob[0] = this->windowContentVtx[vtxId + 7].v.ob[0] =
this->windowContentVtx[vtxId + 4].v.ob[0] + 0x40;
this->windowContentVtx[vtxId + 4].v.ob[1] = this->windowContentVtx[vtxId + 5].v.ob[1] = tempPosY - 1;
this->windowContentVtx[vtxId + 6].v.ob[1] = this->windowContentVtx[vtxId + 7].v.ob[1] =
this->windowContentVtx[vtxId + 4].v.ob[1] - 0x10;
this->windowContentVtx[vtxId + 5].v.tc[0] = this->windowContentVtx[vtxId + 7].v.tc[0] = 0x800;
this->windowContentVtx[vtxId + 6].v.tc[1] = this->windowContentVtx[vtxId + 7].v.tc[1] = 0x200;
vtxId += 8;
/* Owl Save Icon */
posX = this->windowPosX + 0xA3;
if ((this->configMode == 0x10) && (j == this->copyDestFileIndex)) {
tempPosY = this->fileNamesY[j] + 0x2C;
}
else if (((this->configMode == 0x11) || (this->configMode == 0x12)) && (j == this->copyDestFileIndex)) {
tempPosY = this->buttonYOffsets[j] + posY;
}
else {
tempPosY = posY + this->buttonYOffsets[j] + this->fileNamesY[j];
}
this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = posX + 0xE;
this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] =
this->windowContentVtx[vtxId + 0].v.ob[0] + 0x18;
this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY - 2;
this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] =
this->windowContentVtx[vtxId + 0].v.ob[1] - 0xC;
this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[0] = 0x300;
this->windowContentVtx[vtxId + 2].v.tc[1] = this->windowContentVtx[vtxId + 3].v.tc[1] = 0x180;
vtxId += 4;
/* Day Text */
for (i = 0; i < 2; i++, vtxId += 4) {
this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = 2 + posX + i;
this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] =
this->windowContentVtx[vtxId + 0].v.ob[0] + 0x30;
this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY - i - 0x12;
this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] =
this->windowContentVtx[vtxId + 0].v.ob[1] - 0x18;
this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[0] = 0x600;
this->windowContentVtx[vtxId + 2].v.tc[1] = this->windowContentVtx[vtxId + 3].v.tc[1] = 0x300;
}
/* Time Digits */
posX += 6;
index = vtxId;
for (i = 0; i < 5; i++, vtxId += 4, posX += 8) {
this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = posX;
this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] =
this->windowContentVtx[vtxId + 0].v.ob[0] + 0xC;
this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] = tempPosY - 0x2A;
this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] =
this->windowContentVtx[vtxId + 0].v.ob[1] - 0xC;
this->windowContentVtx[vtxId + 0x14].v.ob[0] = this->windowContentVtx[vtxId + 0x16].v.ob[0] = posX + 1;
this->windowContentVtx[vtxId + 0x15].v.ob[0] = this->windowContentVtx[vtxId + 0x17].v.ob[0] =
this->windowContentVtx[vtxId + 0x14].v.ob[0] + 0xC;
this->windowContentVtx[vtxId + 0x14].v.ob[1] = this->windowContentVtx[vtxId + 0x15].v.ob[1] =
tempPosY - 0x2B;
this->windowContentVtx[vtxId + 0x16].v.ob[1] = this->windowContentVtx[vtxId + 0x17].v.ob[1] =
this->windowContentVtx[vtxId + 0x14].v.ob[1] - 0xC;
}
// Adjust the colon to the right
this->windowContentVtx[index + 8].v.ob[0] = this->windowContentVtx[index + 10].v.ob[0] =
this->windowContentVtx[index + 8].v.ob[0] + 3;
this->windowContentVtx[index + 9].v.ob[0] = this->windowContentVtx[index + 11].v.ob[0] =
this->windowContentVtx[index + 8].v.ob[0] + 0xC;
this->windowContentVtx[index + 0x1C].v.ob[0] = this->windowContentVtx[index + 0x1E].v.ob[0] =
this->windowContentVtx[index + 8].v.ob[0] + 1;
this->windowContentVtx[index + 0x1D].v.ob[0] = this->windowContentVtx[index + 0x1F].v.ob[0] =
this->windowContentVtx[index + 0x1C].v.ob[0] + 0xC;
vtxId += 20;
}
posX = this->windowPosX - 6;
posY = -0xC;
// @recomp Check if the rewind button is visible based on whether there's an owl save for the current slot and what mode the file select is currently in.
bool rewind_visible = this->menuMode == FS_MENU_MODE_SELECT && this->isOwlSave[this->buttonIndex + 2] && (this->selectMode == SM_FADE_IN_FILE_INFO || this->selectMode == SM_CONFIRM_FILE || this->selectMode == SM_FADE_OUT_FILE_INFO || this->selectMode == SM_FADE_OUT);
for (j = 0; j < 2; j++, vtxId += 4, posY -= 0x10) {
this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = posX;
this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] =
this->windowContentVtx[vtxId + 0].v.ob[0] + 0x40;
this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] =
this->buttonYOffsets[j + 3] + posY;
this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] =
this->windowContentVtx[vtxId + 0].v.ob[1] - 0x10;
this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[0] = 0x800;
// @recomp Move the Yes and Quit buttons up by one if the Rewind button is visible.
if (rewind_visible) {
this->windowContentVtx[vtxId + 0].v.ob[1] += 16;
this->windowContentVtx[vtxId + 1].v.ob[1] += 16;
this->windowContentVtx[vtxId + 2].v.ob[1] += 16;
this->windowContentVtx[vtxId + 3].v.ob[1] += 16;
}
}
this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = posX;
this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] =
this->windowContentVtx[vtxId + 0].v.ob[0] + 0x40;
this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] =
this->buttonYOffsets[5] - 0x34;
this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] =
this->windowContentVtx[vtxId + 0].v.ob[1] - 0x10;
this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[0] = 0x800;
vtxId += 4;
if (((this->menuMode == FS_MENU_MODE_CONFIG) && (this->configMode >= 2)) ||
((this->menuMode == FS_MENU_MODE_SELECT) && (this->selectMode == 3))) {
if (this->menuMode == FS_MENU_MODE_CONFIG) {
if ((this->configMode == 4) || (this->configMode == 7) || (this->configMode == 0x16)) {
j = D_80814644[this->buttonIndex];
}
else if ((this->configMode == 0x19) || (this->configMode == 0xC)) {
j = D_8081464C[this->buttonIndex];
}
else {
j = D_80814638[this->buttonIndex];
}
}
else {
j = D_80814650[this->confirmButtonIndex];
}
this->windowContentVtx[vtxId + 0].v.ob[0] = this->windowContentVtx[vtxId + 2].v.ob[0] = this->windowPosX - 0xA;
this->windowContentVtx[vtxId + 1].v.ob[0] = this->windowContentVtx[vtxId + 3].v.ob[0] =
this->windowContentVtx[vtxId + 0].v.ob[0] + 0x48;
this->windowContentVtx[vtxId + 0].v.ob[1] = this->windowContentVtx[vtxId + 1].v.ob[1] =
this->windowContentVtx[j].v.ob[1] + 4;
this->windowContentVtx[vtxId + 2].v.ob[1] = this->windowContentVtx[vtxId + 3].v.ob[1] =
this->windowContentVtx[vtxId + 0].v.ob[1] - 0x18;
this->windowContentVtx[vtxId + 1].v.tc[0] = this->windowContentVtx[vtxId + 3].v.tc[0] = 0x900;
this->windowContentVtx[vtxId + 2].v.tc[1] = this->windowContentVtx[vtxId + 3].v.tc[1] = 0x300;
}
this->windowContentVtx[vtxId + 4].v.ob[0] = this->windowContentVtx[vtxId + 6].v.ob[0] = this->windowPosX + 0x3A;
this->windowContentVtx[vtxId + 5].v.ob[0] = this->windowContentVtx[vtxId + 7].v.ob[0] =
this->windowContentVtx[vtxId + 4].v.ob[0] + 0x80;
this->windowContentVtx[vtxId + 4].v.ob[1] = this->windowContentVtx[vtxId + 5].v.ob[1] =
this->windowContentVtx[D_80814638[this->warningButtonIndex]].v.ob[1];
this->windowContentVtx[vtxId + 6].v.ob[1] = this->windowContentVtx[vtxId + 7].v.ob[1] =
this->windowContentVtx[vtxId + 4].v.ob[1] - 0x10;
this->windowContentVtx[vtxId + 5].v.tc[0] = this->windowContentVtx[vtxId + 7].v.tc[0] = 0x1000;
// @recomp Copy the vertices for the Rewind button from the Yes button and move it down 2 buttons.
if (rewind_visible) {
for (u16 j = 0; j < 4; j++) {
this->windowContentVtx[vtxId + 4 + j] = this->windowContentVtx[0x3AC + j];
this->windowContentVtx[vtxId + 4 + j].v.ob[1] -= 32;
}
}
}
/**
* Draw most window contents including buttons, labels, and icons.
* Does not include anything from the keyboard and settings windows.
*/
void FileSelect_DrawWindowContents(GameState *thisx) {
FileSelectState *this = (FileSelectState *)thisx;
s16 fileIndex;
s16 temp;
s16 i;
s16 quadVtxIndex;
if (1) {}
OPEN_DISPS(this->state.gfxCtx);
// draw title label
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineLERP(POLY_OPA_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0, PRIMITIVE,
ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, this->titleAlpha[FS_TITLE_CUR]);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0);
gSPVertex(POLY_OPA_DISP++, &this->windowContentVtx[0], 4, 0);
gDPLoadTextureBlock(POLY_OPA_DISP++, sTitleLabels[this->titleLabel], G_IM_FMT_IA, G_IM_SIZ_8b, 128, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 0, 2, 3, 1, 0);
// draw next title label
gDPPipeSync(POLY_OPA_DISP++);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, this->titleAlpha[FS_TITLE_NEXT]);
gDPLoadTextureBlock(POLY_OPA_DISP++, sTitleLabels[this->nextTitleLabel], G_IM_FMT_IA, G_IM_SIZ_8b, 128, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 0, 2, 3, 1, 0);
temp = 4;
gDPPipeSync(POLY_OPA_DISP++);
// @recomp Check if the Rewind button is currently selected to know whether to display the regular save instead of the owl save.
u8 hide_owl_save = (this->menuMode == FS_MENU_MODE_SELECT) && (this->confirmButtonIndex == FS_BTN_CONFIRM_REWIND);
// draw file info box (large box when a file is selected)
for (fileIndex = 0; fileIndex < 3; fileIndex++, temp += 28) {
if (fileIndex < 2) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->windowColor[0], this->windowColor[1], this->windowColor[2],
this->fileInfoAlpha[fileIndex]);
gSPVertex(POLY_OPA_DISP++, &this->windowContentVtx[temp], 28, 0);
for (quadVtxIndex = 0, i = 0; i < 7; i++, quadVtxIndex += 4) {
// @recomp Don't draw the box on the right that displays owl save information if the Rewind button is selected.
if ((i < 5) || (this->isOwlSave[fileIndex + 2] && (i >= 5) && !hide_owl_save)) {
gDPLoadTextureBlock(POLY_OPA_DISP++, sFileInfoBoxTextures[i], G_IM_FMT_IA, G_IM_SIZ_16b,
sFileInfoBoxPartWidths[i], 56, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, quadVtxIndex, quadVtxIndex + 2, quadVtxIndex + 3, quadVtxIndex + 1,
0);
}
}
}
}
gDPPipeSync(POLY_OPA_DISP++);
for (i = 0; i < 3; i++, temp += 16) {
if (i < 2) {
// draw file button
gSPVertex(POLY_OPA_DISP++, &this->windowContentVtx[temp], 16, 0);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, sWindowContentColors[0], sWindowContentColors[1],
sWindowContentColors[2], this->fileButtonAlpha[i]);
gDPLoadTextureBlock(POLY_OPA_DISP++, sFileButtonTextures[i], G_IM_FMT_IA, G_IM_SIZ_16b, 64, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 0, 2, 3, 1, 0);
// draw file name box
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, sWindowContentColors[0], sWindowContentColors[1],
sWindowContentColors[2], this->nameBoxAlpha[i]);
gDPLoadTextureBlock(POLY_OPA_DISP++, gFileSelFileNameBoxTex, G_IM_FMT_IA, G_IM_SIZ_16b, 108, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 4, 6, 7, 5, 0);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, sWindowContentColors[0], sWindowContentColors[1],
sWindowContentColors[2], this->connectorAlpha[i]);
gDPLoadTextureBlock(POLY_OPA_DISP++, gFileSelConnectorTex, G_IM_FMT_IA, G_IM_SIZ_8b, 24, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 8, 10, 11, 9, 0);
// @recomp Skip drawing the box to hold the owl save icon if the Rewind button is currently selected.
if (this->isOwlSave[i + 2] && !hide_owl_save) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, sWindowContentColors[0], sWindowContentColors[1],
sWindowContentColors[2], this->nameBoxAlpha[i]);
gDPLoadTextureBlock(POLY_OPA_DISP++, gFileSelBlankButtonTex, G_IM_FMT_IA, G_IM_SIZ_16b, 52, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 12, 14, 15, 13, 0);
}
}
}
// draw file info
for (fileIndex = 0; fileIndex < 2; fileIndex++) {
// @recomp Record the save's owl save status and clear it if the rewind button is currently selected.
u8 *this_owl_save = &this->isOwlSave[fileIndex + 2];
u8 owl_save_old = *this_owl_save;
if (hide_owl_save) {
*this_owl_save = false;
}
FileSelect_DrawFileInfo(&this->state, fileIndex);
// @recomp Reset the save's owl save status.
*this_owl_save = owl_save_old;
}
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineLERP(POLY_OPA_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0, PRIMITIVE,
ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0);
// @recomp Load an extra 4 vertices for the rewind button.
gSPVertex(POLY_OPA_DISP++, &this->windowContentVtx[0x3AC], 24, 0);
// draw primary action buttons (copy/erase)
for (quadVtxIndex = 0, i = 0; i < 2; i++, quadVtxIndex += 4) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->windowColor[0], this->windowColor[1], this->windowColor[2],
this->actionButtonAlpha[i]);
gDPLoadTextureBlock(POLY_OPA_DISP++, sActionButtonTextures[i], G_IM_FMT_IA, G_IM_SIZ_16b, 64, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, quadVtxIndex, quadVtxIndex + 2, quadVtxIndex + 3, quadVtxIndex + 1, 0);
}
gDPPipeSync(POLY_OPA_DISP++);
// draw confirm buttons (yes/quit)
for (quadVtxIndex = 0, i = FS_BTN_CONFIRM_YES; i <= FS_BTN_CONFIRM_QUIT; i++, quadVtxIndex += 4) {
temp = this->confirmButtonTexIndices[i];
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->windowColor[0], this->windowColor[1], this->windowColor[2],
this->confirmButtonAlpha[i]);
gDPLoadTextureBlock(POLY_OPA_DISP++, sActionButtonTextures[temp], G_IM_FMT_IA, G_IM_SIZ_16b, 64, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, quadVtxIndex, quadVtxIndex + 2, quadVtxIndex + 3, quadVtxIndex + 1, 0);
}
// @recomp Draw the Rewind button.
if (this->menuMode == FS_MENU_MODE_SELECT && this->isOwlSave[this->buttonIndex + 2]) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->windowColor[0], this->windowColor[1], this->windowColor[2],
this->confirmButtonAlpha[FS_BTN_CONFIRM_YES]);
gDPLoadTextureBlock(POLY_OPA_DISP++, rewind_button_texture, G_IM_FMT_IA, G_IM_SIZ_16b, 64, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 16, 18, 19, 17, 0);
}
// draw options button
gDPPipeSync(POLY_OPA_DISP++);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->windowColor[0], this->windowColor[1], this->windowColor[2],
this->optionButtonAlpha);
gDPLoadTextureBlock(POLY_OPA_DISP++, gFileSelOptionsButtonENGTex, G_IM_FMT_IA, G_IM_SIZ_16b, 64, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 8, 10, 11, 9, 0);
// draw highlight over currently selected button
if (((this->menuMode == FS_MENU_MODE_CONFIG) &&
((this->configMode == CM_MAIN_MENU) || (this->configMode == CM_SELECT_COPY_SOURCE) ||
(this->configMode == CM_SELECT_COPY_DEST) || (this->configMode == CM_COPY_CONFIRM) ||
(this->configMode == CM_ERASE_SELECT) || (this->configMode == CM_ERASE_CONFIRM))) ||
((this->menuMode == FS_MENU_MODE_SELECT) && (this->selectMode == SM_CONFIRM_FILE))) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineLERP(POLY_OPA_DISP++, 1, 0, PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0, 1, 0, PRIMITIVE, 0, TEXEL0, 0,
PRIMITIVE, 0);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->highlightColor[0], this->highlightColor[1],
this->highlightColor[2], this->highlightColor[3]);
gDPLoadTextureBlock(POLY_OPA_DISP++, gFileSelBigButtonHighlightTex, G_IM_FMT_I, G_IM_SIZ_8b, 72, 24, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 12, 14, 15, 13, 0);
}
// draw warning labels
if (this->warningLabel > FS_WARNING_NONE) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineLERP(POLY_OPA_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, this->emptyFileTextAlpha);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0);
gDPLoadTextureBlock(POLY_OPA_DISP++, sWarningLabels[this->warningLabel], G_IM_FMT_IA, G_IM_SIZ_8b, 128, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
gSP1Quadrangle(POLY_OPA_DISP++, 16, 18, 19, 17, 0);
}
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_MODULATEIDECALA, G_CC_MODULATEIDECALA);
CLOSE_DISPS(this->state.gfxCtx);
}
void FileSelect_ConfirmFile(GameState *thisx) {
FileSelectState *this = (FileSelectState *)thisx;
Input *input = CONTROLLER1(&this->state);
if (CHECK_BTN_ALL(input->press.button, BTN_START) || (CHECK_BTN_ALL(input->press.button, BTN_A))) {
// @recomp Handle the Rewind button being pressed.
if (this->confirmButtonIndex == FS_BTN_CONFIRM_YES || this->confirmButtonIndex == FS_BTN_CONFIRM_REWIND) {
Rumble_Request(300.0f, 180, 20, 100);
Audio_PlaySfx(NA_SE_SY_FSEL_DECIDE_L);
this->selectMode = SM_FADE_OUT;
Audio_MuteAllSeqExceptSystemAndOcarina(15);
}
else if (this->confirmButtonIndex == FS_BTN_CONFIRM_QUIT) {
Audio_PlaySfx(NA_SE_SY_FSEL_CLOSE);
this->selectMode++; // SM_FADE_OUT_FILE_INFO
}
}
else if (CHECK_BTN_ALL(input->press.button, BTN_B)) {
Audio_PlaySfx(NA_SE_SY_FSEL_CLOSE);
this->selectMode++; // SM_FADE_OUT_FILE_INFO
}
else if (ABS_ALT(this->stickAdjY) >= 30) {
Audio_PlaySfx(NA_SE_SY_FSEL_CURSOR);
// @recomp Allow the cursor to navigate to the rewind button if this save slot has an owl save.
if (this->isOwlSave[this->buttonIndex + 2]) {
if (this->stickAdjY > 0) {
this->confirmButtonIndex--;
if (this->confirmButtonIndex < 0) {
this->confirmButtonIndex = FS_BTN_CONFIRM_REWIND;
}
}
else {
this->confirmButtonIndex++;
if (this->confirmButtonIndex > FS_BTN_CONFIRM_REWIND) {
this->confirmButtonIndex = 0;
}
}
}
else {
this->confirmButtonIndex ^= 1;
}
}
}
/**
* Load the save for the appropriate file and start the game.
* Update function for `SM_LOAD_GAME`
*/
void FileSelect_LoadGame(GameState* thisx) {
FileSelectState* this = (FileSelectState*)thisx;
u16 i;
gSaveContext.fileNum = this->buttonIndex;
// @recomp Temporarily disable the owl save for this slot if the Rewind button was pressed.
u8 was_owl_save = this->isOwlSave[gSaveContext.fileNum + 2];
if (this->confirmButtonIndex == FS_BTN_CONFIRM_REWIND) {
this->isOwlSave[gSaveContext.fileNum + 2] = false;
}
Sram_OpenSave(this, &this->sramCtx);
// @recomp Re-enable the owl save for this slot after the file has been loaded.
this->isOwlSave[gSaveContext.fileNum + 2] = was_owl_save;
gSaveContext.gameMode = GAMEMODE_NORMAL;
STOP_GAMESTATE(&this->state);
SET_NEXT_GAMESTATE(&this->state, Play_Init, sizeof(PlayState));
gSaveContext.respawnFlag = 0;
gSaveContext.respawn[RESPAWN_MODE_DOWN].entrance = ENTR_LOAD_OPENING;
gSaveContext.seqId = (u8)NA_BGM_DISABLED;
gSaveContext.ambienceId = AMBIENCE_ID_DISABLED;
gSaveContext.showTitleCard = true;
gSaveContext.dogParams = 0;
for (i = 0; i < TIMER_ID_MAX; i++) {
gSaveContext.timerStates[i] = TIMER_STATE_OFF;
}
gSaveContext.prevHudVisibility = HUD_VISIBILITY_ALL;
gSaveContext.nayrusLoveTimer = 0;
gSaveContext.healthAccumulator = 0;
gSaveContext.magicFlag = 0;
gSaveContext.forcedSeqId = 0;
gSaveContext.skyboxTime = CLOCK_TIME(0, 0);
gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
gSaveContext.cutsceneTrigger = 0;
gSaveContext.chamberCutsceneNum = 0;
gSaveContext.nextDayTime = NEXT_TIME_NONE;
gSaveContext.retainWeatherMode = false;
gSaveContext.buttonStatus[EQUIP_SLOT_B] = BTN_ENABLED;
gSaveContext.buttonStatus[EQUIP_SLOT_C_LEFT] = BTN_ENABLED;
gSaveContext.buttonStatus[EQUIP_SLOT_C_DOWN] = BTN_ENABLED;
gSaveContext.buttonStatus[EQUIP_SLOT_C_RIGHT] = BTN_ENABLED;
gSaveContext.buttonStatus[EQUIP_SLOT_A] = BTN_ENABLED;
gSaveContext.hudVisibilityForceButtonAlphasByStatus = false;
gSaveContext.nextHudVisibility = HUD_VISIBILITY_IDLE;
gSaveContext.hudVisibility = HUD_VISIBILITY_IDLE;
gSaveContext.hudVisibilityTimer = 0;
gSaveContext.save.saveInfo.playerData.tatlTimer = 0;
}