Misc Clean (#1680)

* vramu32 in Overlay_Relocate

* Actor_SetColorFilter args

* Effect Hitmark enum

* Actor_WorldToActorCoords

* Some fault clean up

* contoller.h

* macros.h no longer needs stdint.h
This commit is contained in:
Derek Hensley
2024-09-07 21:55:59 -06:00
committed by GitHub
parent 2e2b2e2c7a
commit 6eaf196927
49 changed files with 151 additions and 133 deletions
-18
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@@ -56,24 +56,6 @@ typedef struct {
#define B_BUTTON 0x4000
#define A_BUTTON 0x8000
/* Not original to libultra: button macros */
/* Buttons */
#define BTN_CRIGHT R_CBUTTONS
#define BTN_CLEFT L_CBUTTONS
#define BTN_CDOWN D_CBUTTONS
#define BTN_CUP U_CBUTTONS
#define BTN_R R_TRIG
#define BTN_L L_TRIG
#define BTN_RESET 0x0080 /* "neutral reset": Corresponds to holding L+R and pressing S */
#define BTN_DRIGHT R_JPAD
#define BTN_DLEFT L_JPAD
#define BTN_DDOWN D_JPAD
#define BTN_DUP U_JPAD
#define BTN_START START_BUTTON
#define BTN_Z Z_TRIG
#define BTN_B B_BUTTON
#define BTN_A A_BUTTON
#define CONT_ERR_NO_CONTROLLER PFS_ERR_NOPACK /* 1 */
#define CONT_ERR_CONTRFAIL CONT_OVERRUN_ERROR /* 4 */
#define CONT_ERR_INVALID PFS_ERR_INVALID /* 5 */
+25
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@@ -0,0 +1,25 @@
#ifndef CONTROLLER_H
#define CONTROLLER_H
#include "PR/os_cont.h"
#define BTN_A A_BUTTON
#define BTN_B B_BUTTON
#define BTN_Z Z_TRIG
#define BTN_START START_BUTTON
#define BTN_DUP U_JPAD
#define BTN_DDOWN D_JPAD
#define BTN_DLEFT L_JPAD
#define BTN_DRIGHT R_JPAD
#define BTN_RESET 0x0080 /* "neutral reset": Corresponds to holding L+R and pressing S */
#define BTN_L L_TRIG
#define BTN_R R_TRIG
#define BTN_CUP U_CBUTTONS
#define BTN_CDOWN D_CBUTTONS
#define BTN_CLEFT L_CBUTTONS
#define BTN_CRIGHT R_CBUTTONS
#define CHECK_BTN_ALL(state, combo) (~((state) | ~(combo)) == 0)
#define CHECK_BTN_ANY(state, combo) (((state) & (combo)) != 0)
#endif
+1 -1
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@@ -73,7 +73,7 @@ f32 Actor_WorldDistXYZToActor(Actor* actorA, Actor* actorB);
f32 Actor_WorldDistXYZToPoint(Actor* actor, Vec3f* refPoint);
f32 Actor_WorldDistXZToActor(Actor* actorA, Actor* actorB);
f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint);
void Actor_OffsetOfPointInActorCoords(Actor* actor, Vec3f* offset, Vec3f* point);
void Actor_WorldToActorCoords(Actor* actor, Vec3f* offset, Vec3f* point);
f32 Actor_HeightDiff(Actor* actor1, Actor* actor2);
void Actor_SetControlStickData(PlayState* play, Input* input, f32 controlStickMagnitude, s16 controlStickAngle);
+1 -4
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@@ -1,7 +1,7 @@
#ifndef MACROS_H
#define MACROS_H
#include "stdint.h"
#include "PR/ultratypes.h"
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 240
@@ -41,9 +41,6 @@
// To be used with `Magic_Add`, but ensures enough magic is added to fill the magic bar to capacity
#define MAGIC_FILL_TO_CAPACITY (((void)0, gSaveContext.magicFillTarget) + (gSaveContext.save.saveInfo.playerData.isDoubleMagicAcquired + 1) * MAGIC_NORMAL_METER)
#define CHECK_BTN_ALL(state, combo) (~((state) | ~(combo)) == 0)
#define CHECK_BTN_ANY(state, combo) (((state) & (combo)) != 0)
#define CHECK_FLAG_ALL(flags, mask) (((flags) & (mask)) == (mask))
#define BIT_FLAG_TO_SHIFT(flag) \
+1
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@@ -13,6 +13,7 @@
#include "libc64/qrand.h"
#include "color.h"
#include "controller.h"
#include "gfx.h"
#include "gfxprint.h"
#include "ichain.h"