draw a button

This commit is contained in:
inspectredc 2023-10-26 18:41:45 +01:00
parent 38d70dd12f
commit 2cbbaba9cc

View File

@ -1,6 +1,7 @@
#include "z_kaleido_scope.h"
#include "textures/icon_item_static/icon_item_static.h"
#include "textures/parameter_static/parameter_static.h"
#include "soh/Enhancements/cosmetics/cosmeticsTypes.h"
static u8 sChildUpgrades[] = { UPG_BULLET_BAG, UPG_BOMB_BAG, UPG_STRENGTH, UPG_SCALE };
static u8 sAdultUpgrades[] = { UPG_QUIVER, UPG_BOMB_BAG, UPG_STRENGTH, UPG_SCALE };
@ -14,6 +15,15 @@ static u8 sEquipmentItemOffsets[] = {
0x00, 0x00, 0x01, 0x02, 0x00, 0x03, 0x04, 0x05, 0x00, 0x06, 0x07, 0x08, 0x00, 0x09, 0x0A, 0x0B,
};
// Vertices for A button indicator (coordinates 0.75x the texture size)
// pt (-97, -36)
static Vtx sStrengthAButtonVtx[] = {
VTX(-9, 6, 0, 0 << 5, 0 << 5, 0xFF, 0xFF, 0xFF, 0xFF),
VTX( 9, 6, 0, 24 << 5, 0 << 5, 0xFF, 0xFF, 0xFF, 0xFF),
VTX(-9, -6, 0, 0 << 5, 16 << 5, 0xFF, 0xFF, 0xFF, 0xFF),
VTX( 9, -6, 0, 24 << 5, 16 << 5, 0xFF, 0xFF, 0xFF, 0xFF),
};
static s16 sEquipTimer = 0;
void KaleidoScope_DrawEquipmentImage(PlayState* play, void* source, u32 width, u32 height) {
@ -89,6 +99,30 @@ void KaleidoScope_DrawEquipmentImage(PlayState* play, void* source, u32 width, u
CLOSE_DISPS(play->state.gfxCtx);
}
void KaleidoScope_DrawAButton(PlayState* play, Vtx* vtx, int16_t xTranslate, int16_t yTranslate) {
PauseContext* pauseCtx = &play->pauseCtx;
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
Matrix_Translate(xTranslate, yTranslate, 0, MTXMODE_APPLY);
gSPMatrix(POLY_KAL_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Color_RGB8 aButtonColor = { 0, 100, 255 };
if (CVarGetInteger("gCosmetics.Hud_AButton.Changed", 0)) {
aButtonColor = CVarGetColor24("gCosmetics.Hud_AButton.Value", aButtonColor);
} else if (CVarGetInteger("gCosmetics.DefaultColorScheme", COLORSCHEME_N64) == COLORSCHEME_GAMECUBE) {
aButtonColor = (Color_RGB8){ 0, 255, 100 };
}
gSPVertex(POLY_KAL_DISP++, vtx, 4, 0);
gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, aButtonColor.r, aButtonColor.g, aButtonColor.b, pauseCtx->alpha);
gDPLoadTextureBlock(POLY_KAL_DISP++, gABtnSymbolTex, G_IM_FMT_IA, G_IM_SIZ_8b, 24, 16, 0,
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, 4, 4, G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(POLY_KAL_DISP++, 0, 2, 3, 1, 0);
Matrix_Pop();
gSPMatrix(POLY_KAL_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
CLOSE_DISPS(play->state.gfxCtx);
}
Vec3s link_kaleido_rot = { 0, 32300, 0 }; // Default rotation link face us.
void KaleidoScope_DrawPlayerWork(PlayState* play) {
@ -686,18 +720,18 @@ void KaleidoScope_DrawEquipment(PlayState* play) {
// Add zoom effect to strength item if cursor is hovering over it when toggle option is on
if ((pauseCtx->cursorX[PAUSE_EQUIP] == 0) && (pauseCtx->cursorY[PAUSE_EQUIP] == 2) &&
CVarGetInteger("gToggleStrength", 0)) {
i = 2; // row
k = 0; // column
j = 16 * i + 4 * k; // vtx index
pauseCtx->equipVtx[j].v.ob[0] = pauseCtx->equipVtx[j + 2].v.ob[0] =
pauseCtx->equipVtx[j].v.ob[0] - 2;
pauseCtx->equipVtx[j + 1].v.ob[0] = pauseCtx->equipVtx[j + 3].v.ob[0] =
pauseCtx->equipVtx[j + 1].v.ob[0] + 4;
pauseCtx->equipVtx[j].v.ob[1] = pauseCtx->equipVtx[j + 1].v.ob[1] =
pauseCtx->equipVtx[j].v.ob[1] + 2;
pauseCtx->equipVtx[j + 2].v.ob[1] = pauseCtx->equipVtx[j + 3].v.ob[1] =
pauseCtx->equipVtx[j + 2].v.ob[1] - 4;
CVarGetInteger("gToggleStrength", 0) && pauseCtx->cursorSpecialPos == 0) {
u8 row = 2;
u8 column = 0;
u8 equipVtxIndex = 16 * row + 4 * column;
pauseCtx->equipVtx[equipVtxIndex].v.ob[0] = pauseCtx->equipVtx[equipVtxIndex + 2].v.ob[0] =
pauseCtx->equipVtx[equipVtxIndex].v.ob[0] - 2;
pauseCtx->equipVtx[equipVtxIndex + 1].v.ob[0] = pauseCtx->equipVtx[equipVtxIndex + 3].v.ob[0] =
pauseCtx->equipVtx[equipVtxIndex + 1].v.ob[0] + 4;
pauseCtx->equipVtx[equipVtxIndex].v.ob[1] = pauseCtx->equipVtx[equipVtxIndex + 1].v.ob[1] =
pauseCtx->equipVtx[equipVtxIndex].v.ob[1] + 2;
pauseCtx->equipVtx[equipVtxIndex + 2].v.ob[1] = pauseCtx->equipVtx[equipVtxIndex + 3].v.ob[1] =
pauseCtx->equipVtx[equipVtxIndex + 2].v.ob[1] - 4;
}
Gfx_SetupDL_42Opa(play->state.gfxCtx);
@ -765,6 +799,20 @@ void KaleidoScope_DrawEquipment(PlayState* play) {
}
}
// Render A button indicator when hovered over strength
if ((pauseCtx->cursorX[PAUSE_EQUIP] == 0) && (pauseCtx->cursorY[PAUSE_EQUIP] == 2) &&
CVarGetInteger("gToggleStrength", 0) && pauseCtx->cursorSpecialPos == 0
&& pauseCtx->unk_1E4 == 0 && pauseCtx->state == 6) {
u8 row = 2;
u8 column = 0;
u8 equipVtxIndex = 16 * row + 4 * column;
// Get Bottom Bisector of the Quad
s16 translateX = (pauseCtx->equipVtx[equipVtxIndex].v.ob[0] + pauseCtx->equipVtx[equipVtxIndex + 1].v.ob[0]) / 2;
// Add 4 since the icon will be zoomed in on
s16 translateY = pauseCtx->equipVtx[equipVtxIndex + 2].v.ob[1] + 4;
KaleidoScope_DrawAButton(play, sStrengthAButtonVtx, translateX, translateY);
}
KaleidoScope_DrawPlayerWork(play);
//if ((pauseCtx->unk_1E4 == 7) && (sEquipTimer == 10)) {