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More Camera Flags (#1453)

* Generic Camera Flags

* New flag names

* Add flags to functions

* Finish flag docs

* More docs

* More cleanup

* More clarity

* Better shrinkwindow flag docs

* Improve name

* CAM_INTERFACE_FLAGS

* Better approach to edge cases

* Change ordering for consistency

* Oops

* Add masks to macro

* PR/Discord discussions

* cleanup comment

* Oops

* PR Suggestions

* More PR Feedback

* More PR Suggestions

* More Camera Flags

* PR Suggestions

* More flag style change

* Small cleanup

* More flag docs

* Another flag

* Fix flags

* sync names with other PRs

* more fixes

* fix comments

* update with hud visibility mode docs

* missed one

* fix comments

* Roman PR Suggestions

* interfaceField

* small fix

* letterbox cleanup

* cleanup

* fix macro arg

* fix func declaration

* many more docs

* better docs?

* missed some

* oops, revert

* add flags to name

* cleanup

* flag

* double signal

* simplify cam func name

* more suggestions

* PR Suggestion
This commit is contained in:
engineer124 2023-11-19 12:17:32 +11:00 committed by GitHub
parent d1df4e4c7e
commit 81a3c3da32
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GPG key ID: 4AEE18F83AFDEB23
37 changed files with 531 additions and 461 deletions

View file

@ -25,8 +25,8 @@ void Play_SpawnScene(PlayState* this, s32 sceneId, s32 spawn);
} \
} while (0)
void Play_ChangeViewpointBgCamIndex(PlayState* this) {
Camera_ChangeBgCamIndex(GET_ACTIVE_CAM(this), this->viewpoint - 1);
void Play_RequestViewpointBgCam(PlayState* this) {
Camera_RequestBgCam(GET_ACTIVE_CAM(this), this->viewpoint - 1);
}
void Play_SetViewpoint(PlayState* this, s16 viewpoint) {
@ -42,7 +42,7 @@ void Play_SetViewpoint(PlayState* this, s16 viewpoint) {
&gSfxDefaultReverb);
}
Play_ChangeViewpointBgCamIndex(this);
Play_RequestViewpointBgCam(this);
}
/**
@ -255,8 +255,9 @@ void Play_Init(GameState* thisx) {
this->cameraPtrs[CAM_ID_MAIN] = &this->mainCamera;
this->cameraPtrs[CAM_ID_MAIN]->uid = 0;
this->activeCamId = CAM_ID_MAIN;
Camera_OverwriteStateFlags(&this->mainCamera, CAM_STATE_0 | CAM_STATE_1 | CAM_STATE_2 | CAM_STATE_3 | CAM_STATE_4 |
CAM_STATE_5 | CAM_STATE_6 | CAM_STATE_7);
Camera_OverwriteStateFlags(&this->mainCamera, CAM_STATE_CHECK_BG_ALT | CAM_STATE_CHECK_WATER | CAM_STATE_CHECK_BG |
CAM_STATE_EXTERNAL_FINISHED | CAM_STATE_CAM_FUNC_FINISH |
CAM_STATE_LOCK_MODE | CAM_STATE_DISTORTION | CAM_STATE_PLAY_INIT);
Sram_Init(this, &this->sramCtx);
Regs_InitData(this);
Message_Init(this);
@ -412,12 +413,12 @@ void Play_Init(GameState* thisx) {
player = GET_PLAYER(this);
Camera_InitDataUsingPlayer(&this->mainCamera, player);
Camera_ChangeMode(&this->mainCamera, CAM_MODE_NORMAL);
Camera_RequestMode(&this->mainCamera, CAM_MODE_NORMAL);
playerStartBgCamIndex = player->actor.params & 0xFF;
if (playerStartBgCamIndex != 0xFF) {
osSyncPrintf("player has start camera ID (" VT_FGCOL(BLUE) "%d" VT_RST ")\n", playerStartBgCamIndex);
Camera_ChangeBgCamIndex(&this->mainCamera, playerStartBgCamIndex);
Camera_RequestBgCam(&this->mainCamera, playerStartBgCamIndex);
}
if (R_SCENE_CAM_TYPE == SCENE_CAM_TYPE_FIXED_TOGGLE_VIEWPOINT) {
@ -943,7 +944,7 @@ void Play_Update(PlayState* this) {
}
}
Play_ChangeViewpointBgCamIndex(this);
Play_RequestViewpointBgCam(this);
}
PLAY_LOG(3708);
@ -1643,11 +1644,11 @@ s32 Play_InitCameraDataUsingPlayer(PlayState* this, s16 camId, Player* player, s
camera = this->cameraPtrs[camIdx];
Camera_InitDataUsingPlayer(camera, player);
return Camera_ChangeSetting(camera, setting);
return Camera_RequestSetting(camera, setting);
}
s32 Play_ChangeCameraSetting(PlayState* this, s16 camId, s16 setting) {
return Camera_ChangeSetting(Play_GetCamera(this, camId), setting);
s32 Play_RequestCameraSetting(PlayState* this, s16 camId, s16 setting) {
return Camera_RequestSetting(Play_GetCamera(this, camId), setting);
}
/**