Shipwright/soh/src/code/z_prenmi.c
Baoulettes a5df9dddf0
Use Macro for __FILE__ & __LINE__ when possible (#559)
* First batch some overlay

* Almost all overlay

* effect & gamestate

* kaleido stuffs

* more overlay

* more left over from code folder

* remaining hardcoded line and file

* Open & Close _DISP __FILE__ & __LINE__ clean up

* Some if (1) {} remove

* LOG_xxxx __FILE__ , __LINE__ cleaned

* ASSERT macro __FILE__ __LINE__

* mtx without line/file in functions

* " if (1) {} " & "if (0) {}" and tab/white place

* LogUtils as macro

* GameState_, GameAlloc_, SystemArena_ & ZeldaArena_

* Revert "GameState_, GameAlloc_, SystemArena_ & ZeldaArena_"

This reverts commit 0d85caaf7e.

* Like last commit but as macro

* Fix matrix not using macros

* use function not macro

* DebugArena_* functions
GameAlloc_MallocDebug
BgCheck_PosErrorCheck as macros
removed issues with ; in macro file
2022-07-05 19:29:34 -04:00

66 lines
1.5 KiB
C

#include "global.h"
#include "vt.h"
void func_80092320(PreNMIContext* this) {
this->state.running = false;
this->state.init = NULL;
this->state.size = 0;
}
void PreNMI_Update(PreNMIContext* this) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "prenmi_move\n" VT_RST);
// Strings existing only in rodata
if (0) {
osSyncPrintf(__FILE__);
osSyncPrintf("(int)volume = %d\n");
}
if (this->timer == 0) {
ViConfig_UpdateVi(1);
func_80092320(this);
return;
}
this->timer--;
}
void PreNMI_Draw(PreNMIContext* this) {
GraphicsContext* gfxCtx = this->state.gfxCtx;
osSyncPrintf(VT_COL(YELLOW, BLACK) "prenmi_draw\n" VT_RST);
OPEN_DISPS(gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
func_80095248(gfxCtx, 0, 0, 0);
func_800940B0(gfxCtx);
gDPSetFillColor(POLY_OPA_DISP++, (GPACK_RGBA5551(255, 255, 255, 1) << 16) | GPACK_RGBA5551(255, 255, 255, 1));
gDPFillRectangle(POLY_OPA_DISP++, 0, this->timer + 100, SCREEN_WIDTH - 1, this->timer + 100);
CLOSE_DISPS(gfxCtx);
}
void PreNMI_Main(GameState* thisx) {
PreNMIContext* this = (PreNMIContext*)thisx;
PreNMI_Update(this);
PreNMI_Draw(this);
this->state.unk_A0 = 1;
}
void PreNMI_Destroy(GameState* thisx) {
}
void PreNMI_Init(GameState* thisx) {
PreNMIContext* this = (PreNMIContext*)thisx;
this->state.main = PreNMI_Main;
this->state.destroy = PreNMI_Destroy;
this->timer = 30;
this->unk_A8 = 10;
R_UPDATE_RATE = 1;
}