Added WIP dual analog camera and widescreen UI patches

This commit is contained in:
Mr-Wiseguy
2023-12-01 10:56:20 -05:00
parent ddaac3cd8f
commit d71b86c1da
10 changed files with 2380 additions and 11 deletions
+22 -8
View File
@@ -8,6 +8,13 @@ u32 sPlayerItemButtons[] = {
BTN_CRIGHT,
};
u32 sPlayerItemButtonsDualAnalog[] = {
BTN_B,
BTN_DLEFT,
BTN_DDOWN,
BTN_DRIGHT
};
u32 prev_item_buttons = 0;
u32 cur_item_buttons = 0;
u32 pressed_item_buttons = 0;
@@ -23,6 +30,11 @@ typedef enum {
void GameState_GetInput(GameState* gameState) {
PadMgr_GetInput(gameState->input, true);
if (recomp_camera_mode == RECOMP_CAMERA_DUALANALOG) {
gameState->input[0].cur.button &= ~BTN_CUP;
gameState->input[0].press.button &= ~BTN_CUP;
gameState->input[0].rel.button &= ~BTN_CUP;
}
prev_item_buttons = cur_item_buttons;
recomp_get_item_inputs(&cur_item_buttons);
@@ -46,25 +58,27 @@ struct SlotMap exSlotMapping[] = {
// D-Pad items
// TODO restore this once UI is made
// Return currently-pressed button, in order of priority D-Pad, B, CLEFT, CDOWN, CRIGHT.
/*
EquipSlot func_8082FDC4(void) {
EquipSlot i;
for (int mapping_index = 0; mapping_index < ARRAY_COUNT(exSlotMapping); mapping_index++) {
if (pressed_item_buttons & exSlotMapping[mapping_index].button) {
return (EquipSlot)exSlotMapping[mapping_index].slot;
}
}
// for (int mapping_index = 0; mapping_index < ARRAY_COUNT(exSlotMapping); mapping_index++) {
// if (pressed_item_buttons & exSlotMapping[mapping_index].button) {
// return (EquipSlot)exSlotMapping[mapping_index].slot;
// }
// }
u32* button_map = recomp_camera_mode == RECOMP_CAMERA_DUALANALOG ? sPlayerItemButtonsDualAnalog : sPlayerItemButtons;
for (i = 0; i < ARRAY_COUNT(sPlayerItemButtons); i++) {
if (CHECK_BTN_ALL(pressed_item_buttons, sPlayerItemButtons[i])) {
if (CHECK_BTN_ALL(pressed_item_buttons, button_map[i])) {
break;
}
}
return i;
}
/*
ItemId Player_GetItemOnButton(PlayState* play, Player* player, EquipSlot slot) {
if (slot >= EQUIP_SLOT_A) {
return ITEM_NONE;