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libultra cleanup (#215)

* cleanup libultra

* fixes

- use quotes instead of <> for includes
- add macros for zelda specific thread priorities
- fix Makefile
- properly format the remaining pfs structs

* fix button macros + add CHECK_BTN_ANY/CHECK_BTN_ALL

* remove ULTRA_ABS

* fix includes

* update z_player.c/z_lib.c + run format.sh

* merge upstream/master

* fix include in En_Goroiwa

* fix includes
This commit is contained in:
Random 2020-10-03 17:22:44 +02:00 committed by GitHub
parent 6136ee6deb
commit 174af7384d
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GPG key ID: 4AEE18F83AFDEB23
890 changed files with 2628 additions and 5625 deletions

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@ -1,4 +1,4 @@
#include <global.h>
#include "global.h"
#include "vt.h"
typedef struct {
@ -77,17 +77,17 @@ void func_800C4344(GameState* gameState) {
if (HREG(80) == 0xC) {
selectedInput = &gameState->input[HREG(81) < 4U ? HREG(81) : 0];
hReg82 = HREG(82);
HREG(83) = selectedInput->cur.in.button;
HREG(84) = selectedInput->press.in.button;
HREG(85) = selectedInput->rel.in.x;
HREG(86) = selectedInput->rel.in.y;
HREG(87) = selectedInput->rel.in.x;
HREG(88) = selectedInput->rel.in.y;
HREG(89) = selectedInput->cur.in.x;
HREG(90) = selectedInput->cur.in.y;
HREG(93) = (selectedInput->cur.in.button == hReg82);
HREG(94) = CHECK_PAD(selectedInput->cur, hReg82);
HREG(95) = CHECK_PAD(selectedInput->press, hReg82);
HREG(83) = selectedInput->cur.button;
HREG(84) = selectedInput->press.button;
HREG(85) = selectedInput->rel.stick_x;
HREG(86) = selectedInput->rel.stick_y;
HREG(87) = selectedInput->rel.stick_x;
HREG(88) = selectedInput->rel.stick_y;
HREG(89) = selectedInput->cur.stick_x;
HREG(90) = selectedInput->cur.stick_y;
HREG(93) = (selectedInput->cur.button == hReg82);
HREG(94) = CHECK_BTN_ALL(selectedInput->cur.button, hReg82);
HREG(95) = CHECK_BTN_ALL(selectedInput->press.button, hReg82);
}
if (D_8012DBC0 != 0) {
@ -158,7 +158,7 @@ void GameState_Draw(GameState* gameState, GraphicsContext* gfxCtx) {
GameState_SetFBFilter(&newDList);
}
sLastButtonPressed = gameState->input[0].press.in.button | gameState->input[0].cur.in.button;
sLastButtonPressed = gameState->input[0].press.button | gameState->input[0].cur.button;
if (R_DISABLE_INPUT_DISPLAY == 0) {
GameState_DrawInputDisplay(sLastButtonPressed, &newDList);
}