Shipwright/soh/src/code/z_sample.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

101 lines
2.6 KiB
C

#include "global.h"
void Sample_HandleStateChange(SampleContext* this) {
if (CHECK_BTN_ALL(this->state.input[0].press.button, BTN_START)) {
SET_NEXT_GAMESTATE(&this->state, Gameplay_Init, GlobalContext);
this->state.running = false;
}
}
void Sample_Draw(SampleContext* this) {
GraphicsContext* gfxCtx = this->state.gfxCtx;
View* view = &this->view;
OPEN_DISPS(gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
gSPSegment(POLY_OPA_DISP++, 0x01, this->staticSegment);
func_80095248(gfxCtx, 0, 0, 0);
view->flags = 1 | 2 | 4;
func_800AAA50(view, 15);
{
Mtx* mtx = Graph_Alloc(gfxCtx, sizeof(Mtx));
guPosition(mtx, SREG(37), SREG(38), SREG(39), 1.0f, SREG(40), SREG(41), SREG(42));
gSPMatrix(POLY_OPA_DISP++, mtx, G_MTX_LOAD);
}
POLY_OPA_DISP = Gfx_SetFog2(POLY_OPA_DISP, 255, 255, 255, 0, 0, 0);
func_80093D18(gfxCtx);
gDPSetCycleType(POLY_OPA_DISP++, G_CYC_1CYCLE);
gDPSetRenderMode(POLY_OPA_DISP++, G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 0, 0);
CLOSE_DISPS(gfxCtx);
}
void Sample_Main(GameState* thisx) {
SampleContext* this = (SampleContext*)thisx;
Sample_Draw(this);
Sample_HandleStateChange(this);
}
void Sample_Destroy(GameState* thisx) {
}
void Sample_SetupView(SampleContext* this) {
View* view = &this->view;
GraphicsContext* gfxCtx = this->state.gfxCtx;
View_Init(view, gfxCtx);
SET_FULLSCREEN_VIEWPORT(view);
func_800AA460(view, 60.0f, 10.0f, 12800.0f);
{
Vec3f eye;
Vec3f lookAt;
Vec3f up;
eye.x = 0.0f;
eye.y = 0.0f;
eye.z = 3000.0f;
lookAt.x = 0.0f;
lookAt.y = 0.0f;
lookAt.z = 0.0f;
up.x = 0.0f;
up.z = 0.0f;
up.y = 1.0f;
func_800AA358(view, &eye, &lookAt, &up);
}
}
void Sample_LoadTitleStatic(SampleContext* this) {
size_t size = _title_staticSegmentRomEnd - _title_staticSegmentRomStart;
this->staticSegment = GAMESTATE_ALLOC_MC(&this->state, size);
DmaMgr_SendRequest1(this->staticSegment, _title_staticSegmentRomStart, size, __FILE__, __LINE__);
}
void Sample_Init(GameState* thisx) {
SampleContext* this = (SampleContext*)thisx;
this->state.main = Sample_Main;
this->state.destroy = Sample_Destroy;
R_UPDATE_RATE = 1;
Sample_SetupView(this);
Sample_LoadTitleStatic(this);
SREG(37) = 0;
SREG(38) = 0;
SREG(39) = 0;
SREG(40) = 0;
SREG(41) = 0;
SREG(42) = 0;
}