[docs] Pull upstream updates: SetupDL (#2048)

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Garrett Cox 2022-11-29 17:29:36 -06:00 committed by GitHub
commit 3cb9f93ff4
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GPG key ID: 4AEE18F83AFDEB23
378 changed files with 1114 additions and 1022 deletions

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@ -3557,7 +3557,7 @@ void Interface_DrawLineupTick(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80094520(play->state.gfxCtx);
Gfx_SetupDL_39Overlay(play->state.gfxCtx);
gDPSetEnvColor(OVERLAY_DISP++, 255, 255, 255, 255);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, 255);
@ -3652,7 +3652,7 @@ void Interface_DrawMagicBar(PlayState* play) {
rMagicFillX = rMagicFillX_original;
}
func_80094520(play->state.gfxCtx);
Gfx_SetupDL_39Overlay(play->state.gfxCtx);
if (CVar_GetS32("gHudColors", 1) == 2) {//Original game add color there so to prevent miss match we make it all white :)
gDPSetEnvColor(OVERLAY_DISP++, 255, 255, 255, 255);
@ -4995,7 +4995,7 @@ void Interface_Draw(PlayState* play) {
HealthMeter_Draw(play);
}
func_80094520(play->state.gfxCtx);
Gfx_SetupDL_39Overlay(play->state.gfxCtx);
if (fullUi) {
// Rupee Icon
@ -5204,7 +5204,7 @@ void Interface_Draw(PlayState* play) {
func_8002C124(&play->actorCtx.targetCtx, play); // Draw Z-Target
}
func_80094520(play->state.gfxCtx);
Gfx_SetupDL_39Overlay(play->state.gfxCtx);
if (fullUi) {
Interface_DrawItemButtons(play);
@ -5431,7 +5431,7 @@ void Interface_Draw(PlayState* play) {
}
// A Button
func_80094A14(play->state.gfxCtx);
Gfx_SetupDL_42Overlay(play->state.gfxCtx);
const Color_RGB8 A_Button_Colors = {R_A_BTN_COLOR(0), R_A_BTN_COLOR(1), R_A_BTN_COLOR(2)};
s16 X_Margins_BtnA;
s16 Y_Margins_BtnA;
@ -5513,7 +5513,7 @@ void Interface_Draw(PlayState* play) {
if ((pauseCtx->state == 6) && (pauseCtx->unk_1E4 == 3)) {
// Inventory Equip Effects
gSPSegment(OVERLAY_DISP++, 0x08, pauseCtx->iconItemSegment);
func_80094A14(play->state.gfxCtx);
Gfx_SetupDL_42Overlay(play->state.gfxCtx);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
gSPMatrix(OVERLAY_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
@ -5559,7 +5559,7 @@ void Interface_Draw(PlayState* play) {
gSP1Quadrangle(OVERLAY_DISP++, 0, 2, 3, 1, 0);
}
func_80094520(play->state.gfxCtx);
Gfx_SetupDL_39Overlay(play->state.gfxCtx);
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0)) {
if (gSaveContext.minigameState != 1) {