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