Files
mm/src/code/z_pause.c
T
Anghelo Carvajal 4fa13e4132 Move libultra function declarations to libultra headers (#1196)
* Delete unused headers

* Move PR and io to ultra64

* move headers to ultra64

* more cleanups

* more reorganizing

* i think that should be all

* format

* ifdef guards cleanup

* Add IO_READ and IO_WRITE macros for future use

* warnings

* review

Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>

* warnings again

* warn

* ifdef guards

* fix merge

* fix merge

* fix merge

* bss

* padutils.h

* bss

* bss

* bss

* fix merge

* bss

* bss

* bss

* fix merge

* fixes

* fixes

* bss

* bss

* fix merge

* fix

* fix

* fix includepaths

* fix paths

* bss

* fix

* ultra64/ -> PR/

* header guards

* fix ehader guards

* fix

* fix++

* format

* bss is borken

* prevent 2

* :despair:

* bss

* rename assert to dbg_hungup

* fix

* a

* fix

* bss

* fix

* bss

* bss

---------

Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
2023-09-02 15:34:29 -04:00

44 lines
1.6 KiB
C

/*
* File: z_pause.c
* Description: Frame Advance debug feature
*
* This allows you to advance through the game one frame at a time on command.
* To advance a frame, hold Z and press R on the specified controller (see z_play).
* Holding Z and R will advance a frame every half second.
*
* Note: While the system is fully hooked up, there is no way to enable it in game
* Instead one would have to add something like:
*
* if (CHECK_BTN_ALL(input->cur.button, BTN_R) && CHECK_BTN_ALL(input->press.button, BTN_DDOWN)) {
* frameAdvCtx->enabled = !frameAdvCtx->enabled;
* }
*
* to the start of FrameAdvance_Update, which would allow the system to be toggled on and off by holding R
* and pressing Dpad Down on the specified controller.
*
* Note2: Controllers 2-4's inputs are normally zeroed out, so this would also need to be fixed to use frame advance
*/
#include "z64frameadvance.h"
#include "libc/stdbool.h"
#include "padutils.h"
#include "macros.h"
void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx) {
frameAdvCtx->timer = 0;
frameAdvCtx->enabled = false;
}
/*
* Returns true when frame advance is not active (game will run normally)
*/
s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input) {
if (!frameAdvCtx->enabled || (CHECK_BTN_ALL(input->cur.button, BTN_Z) &&
(CHECK_BTN_ALL(input->press.button, BTN_R) ||
(CHECK_BTN_ALL(input->cur.button, BTN_R) && (++frameAdvCtx->timer >= 9))))) {
frameAdvCtx->timer = 0;
return true;
}
return false;
}