mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2025-08-22 14:23:44 -07:00
correct open and close disp and moved a structure
This commit is contained in:
parent
b02c9804d6
commit
9e1c167ca2
2 changed files with 56 additions and 53 deletions
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@ -75,7 +75,7 @@ Kaleido_sprites GymnaseTitle_Kspr = { gGERudoTrainingGroundTitleCardENGTex, 144,
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Kaleido_sprites GanonCastleTitle_Kspr = { gGanonsCastleTitleCardENGTex, 144, 24, 0.45f, 0.45f, G_IM_FMT_IA, { 255,255,255,255 }, false };
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//For translation purpose I do an array with all the title card and fetch them directly there
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static void* TitleCard[] = {
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const void* TitleCard[] = {
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gDekuTreeTitleCardENGTex, gDodongosCavernTitleCardENGTex, gJabuJabuTitleCardENGTex,
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gForestTempleTitleCardENGTex, gFireTempleTitleCardENGTex, gWaterTempleTitleCardENGTex,
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gSpiritTempleTitleCardENGTex, gShadowTempleTitleCardENGTex, gTempleOfTimeTitleCardENGTex,
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@ -92,6 +92,7 @@ static void* TitleCard[] = {
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gGanonsCastleTitleCardFRATex, gBottomOfTheWellTitleCardFRATex, gIceCavernTitleCardFRATex,
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gGERudoTrainingGroundTitleCardFRATex,
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};
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//Dungeon tokens
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Kaleido_sprites ForestT_Kspr = { gForestMedallionIconTex, 24, 24, 0.5f, 0.5f, 0, 0, G_IM_FMT_RGBA, { 255,255,255,255 }, false };
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Kaleido_sprites FireT_Kspr = { gFireMedallionIconTex, 24, 24, 0.5f, 0.5f, 0, 0, G_IM_FMT_RGBA, { 255,255,255,255 }, false };
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@ -103,21 +104,38 @@ Kaleido_sprites KokiriT_Kspr = { gKokiriEmeraldIconTex, 24, 24, 0.5f, 0.5f, 0, 0
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Kaleido_sprites GoronT_Kspr = { gGoronRubyIconTex, 24, 24, 0.5f, 0.5f, 0, 0, G_IM_FMT_RGBA, { 255,255,255,255 }, false };
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Kaleido_sprites ZoraT_Kspr = { gZoraSapphireIconTex, 24, 24, 0.5f, 0.5f, 0, 0, G_IM_FMT_RGBA, { 255,255,255,255 }, false };
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Kaleido_sprites GymT_Kspr = { gGerudosCardIconTex, 24, 24, 0.5f, 0.5f, 0, 0, G_IM_FMT_RGBA, { 255,255,255,255 }, false };
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//Right now the structure has a count for the maximumm small key possible but do not use it maybe
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//I could make a system to keep track of how many keys the players had and have and
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//once he/she reach the max amount it change the digit to green?
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Kaleido_dgn_container DungeonsSettings[] = {{ &DekuTitle_Kspr, 0, false, false, false, true, true, false, true, &KokiriT_Kspr,false,0,0,0 },
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{ &DodongoTitle_Kspr, 0, false, false, false, true, true, false, true, &GoronT_Kspr,false,0,1,1 },
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{ &JabuTitle_Kspr, 0, false, false, false, true, true, false, true, &ZoraT_Kspr,false,0,2,2 },
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{ &ForestTitle_Kspr, 5, false, false, false, true, true, true, true, &ForestT_Kspr,false,1,0,3}, //if master quest keys = 6
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{ &FireTitle_Kspr, 8, false, false, false, true, true, true, true, &FireT_Kspr,false,1,1,4}, //if master quest keys = 5
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{ &WaterTitle_Kspr, 6, false, false, false, true, true, true, true, &WaterT_Kspr,false,2,0,5}, //if master quest keys = 2 ?
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{ &SpiritTitle_Kspr, 5, false, false, false, true, true, true, true, &SpritT_Kspr,false,2,1,6}, //if master quest keys = 6
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{ &ShadowTitle_Kspr, 5, false, false, false, true, true, true, true, &ShadowT_Kspr,false,3,0,7}, //if master quest keys = 7
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{ &ToTTitle_Kspr, 0, false, false, false, false, false, false, true, &LightT_Kspr,false,3,1,0},
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{ &GanonCastleTitle_Kspr, 2, false, false, false, false, false, true, false, &GymT_Kspr,false,4,1,13}, //if master quest keys = 3
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{ &BotwTitle_Kspr, 2, false, false, false, true, true, false, false, &GymT_Kspr,false,1,2,8},
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{ &IceCavernTitle_Kspr, 0, false, false, false, true, true, false, false, &GymT_Kspr,false,2,2,9 },
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{ &GymnaseTitle_Kspr, 9, false, false, false, true, true, false, true, &GymT_Kspr,false,3,2,11 } };
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/**
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* Sound effects
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*/
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s32 Close_SFX = NA_SE_SY_DECIDE;
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const s32 Close_SFX = NA_SE_SY_DECIDE;
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/**
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* Settings
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*/
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s16 FrameSinceOpen = 0; //Count the frame since this menu is open. (used to make a little latence before being able to close it.)
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u8 MapIndex_GSFlags[] = { //Array used to detect when ever a player has all gs token from a dungeon.
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const u8 MapIndex_GSFlags[] = { //Array used to detect when ever a player has all gs token from a dungeon.
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0x0F, 0x1F, 0x0F, 0x1F, 0x1F, 0x1F, 0x1F, 0x1F, 0x07, 0x07, 0x03,
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0x0F, 0x07, 0x0F, 0x0F, 0xFF, 0xFF, 0xFF, 0x1F, 0x0F, 0x03, 0x0F,
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};
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s16 X_Offset_GS[3][13] = {//same order than TitleCard[], this i sthe X position of GS icon next to dungeon label.
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const s16 X_Offset_GS[3][13] = {//same order than TitleCard[], this i sthe X position of GS icon next to dungeon label.
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{-6,-6,-6,
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-4, 2,-2,
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-1,-5,-3,
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@ -153,7 +171,7 @@ void MenuBackground_Draw(GlobalContext* globalCtx, Kaleido_sprites* sprite, s16
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int width_factor = (1 << 10) * Size_W / width;
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int height_factor = (1 << 10) * Size_H / height;
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OPEN_DISPS(globalCtx->state.gfxCtx, "z_kaleido_progress.c", 51);
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OPEN_DISPS(globalCtx->state.gfxCtx, __FILE__, __LINE__);
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gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, sprite->color.r, sprite->color.g, sprite->color.b, sprite->color.a);
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@ -170,7 +188,7 @@ void MenuBackground_Draw(GlobalContext* globalCtx, Kaleido_sprites* sprite, s16
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gSPWideTextureRectangle(POLY_KAL_DISP++,PosX << 2, PosY << 2, (PosX + width) << 2, (PosY + height) << 2, G_TX_RENDERTILE, 0, 0, width_factor, height_factor);
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gsSPGrayscale(POLY_KAL_DISP++, false);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "z_kaleido_progress.c", 62);
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CLOSE_DISPS(globalCtx->state.gfxCtx, __FILE__, __LINE__);
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}
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const char* Kaleido_ProgressDigits_tex[] = { //Array holding digit texture for small keys counter
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@ -188,7 +206,7 @@ void Kaleido_DigitsDraw(GlobalContext* globalCtx, s16 number, f32 scale, s16 Lin
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int width_factor = (1 << 10) * 16 / width;
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//We open our Disp that will allow graphic draw
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OPEN_DISPS(globalCtx->state.gfxCtx, "z_kaleido_progress.c", 100);
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OPEN_DISPS(globalCtx->state.gfxCtx, __FILE__, __LINE__);
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gDPPipeSync(POLY_KAL_DISP++);
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gDPSetCombineMode(POLY_KAL_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
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@ -208,11 +226,11 @@ void Kaleido_DigitsDraw(GlobalContext* globalCtx, s16 number, f32 scale, s16 Lin
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//We close the DISP has there no more GFX to be draw there.
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gDPPipeSync(POLY_KAL_DISP++);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "z_kaleido_progress.c", 400);
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CLOSE_DISPS(globalCtx->state.gfxCtx, __FILE__, __LINE__);
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}
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void KaleidoScope_BackgroundDraw(GlobalContext* globalCtx){
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_kaleido_progress.c", 402);
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OPEN_DISPS(globalCtx->state.gfxCtx, __FILE__, __LINE__);
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//We want settings for proper color and textures display, this allow colour etc. , in short if I get it right we define our shader here.
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gDPPipeSync(POLY_KAL_DISP++);
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gDPSetRenderMode(POLY_KAL_DISP++, G_RM_PASS, G_RM_XLU_SURF2);
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@ -249,40 +267,40 @@ void KaleidoScope_BackgroundDraw(GlobalContext* globalCtx){
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MenuBackground_Draw(globalCtx,&Background_Win20_Kspr,4,3);
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gDPPipeSync(POLY_KAL_DISP++);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_kaleido_progress.c", 861);
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CLOSE_DISPS(globalCtx->state.gfxCtx, __FILE__, __LINE__);
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}
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void KaleidoScope_DungeonsLabelsDraw(GlobalContext* globalCtx, Kaleido_sprites sprite, s16 Line, s16 Col){
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void KaleidoScope_DungeonsLabelsDraw(GlobalContext* globalCtx, Kaleido_sprites* sprite, s16 Line, s16 Col){
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s16 PosX = MENU_LEFT_INNER + (MENU_CELLS_SPACE_X * Col); //General Pos
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s16 PosY = MENU_TOP_INNER + (MENU_CELLS_SPACE_Y * Line); //General Pos
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int height = sprite.height * sprite.scale_h; //Adjust Height with scale
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int width = sprite.width * sprite.scale_w; //Adjust Width with scale
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int height_factor = (1 << 10) * sprite.height / height;
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int width_factor = (1 << 10) * sprite.width / width;
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int height = sprite->height * sprite->scale_h; //Adjust Height with scale
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int width = sprite->width * sprite->scale_w; //Adjust Width with scale
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int height_factor = (1 << 10) * sprite->height / height;
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int width_factor = (1 << 10) * sprite->width / width;
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//We open our Disp that will allow graphic draw
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OPEN_DISPS(globalCtx->state.gfxCtx, "z_kaleido_progress.c", 51);
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OPEN_DISPS(globalCtx->state.gfxCtx, __FILE__, __LINE__);
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gDPPipeSync(POLY_KAL_DISP++);
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gDPSetRenderMode(POLY_KAL_DISP++, G_RM_PASS, G_RM_XLU_SURF2);
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gDPSetCombineMode(POLY_KAL_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
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//We set color to match the one we set in the Sprite.
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if (CVar_GetS32("gKaleidoProgressColored", 0) == 1) {
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gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, sprite.color.r, sprite.color.g, sprite.color.b, sprite.color.a);
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gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, sprite->color.r, sprite->color.g, sprite->color.b, sprite->color.a);
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} else {
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gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 255, 255, 255, sprite.color.a);
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gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 255, 255, 255, sprite->color.a);
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}
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gDPLoadTextureBlock(POLY_KAL_DISP++, sprite.tex, sprite.im_fmt, G_IM_SIZ_8b, sprite.width, sprite.height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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gDPLoadTextureBlock(POLY_KAL_DISP++, sprite->tex, sprite->im_fmt, G_IM_SIZ_8b, sprite->width, sprite->height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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//Making a "room" for our loaded graphic, it's like making a size where our graphic will draw, it has a top left corner at one postion and bottom right corner at another and make a rectangle from it, and we draw in that rectangle
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gSPTextureRectangle(POLY_KAL_DISP++, PosX << 2, PosY << 2, (PosX + width) << 2, (PosY + height) << 2, G_TX_RENDERTILE, 0, 0, width_factor, height_factor);
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//We close the DISP has there no more GFX to be draw there.
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gDPPipeSync(POLY_KAL_DISP++);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "z_kaleido_progress.c", 62);
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CLOSE_DISPS(globalCtx->state.gfxCtx, __FILE__, __LINE__);
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}
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void KaleidoScope_DungeonsIcons24Draw(GlobalContext* globalCtx, Kaleido_sprites sprite, s16 Line, s16 Col, s16 Icon_Type, bool greyscale, s16 ID){
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void KaleidoScope_DungeonsIcons24Draw(GlobalContext* globalCtx, Kaleido_sprites* sprite, s16 Line, s16 Col, s16 Icon_Type, bool greyscale, s16 ID){
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s16 X_Offset = 0;
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s16 Y_Offset = 12;
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if (Icon_Type == TYPE_SKULLTULA) {
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@ -306,13 +324,13 @@ void KaleidoScope_DungeonsIcons24Draw(GlobalContext* globalCtx, Kaleido_sprites
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}
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s16 PosX = MENU_LEFT_INNER + (MENU_CELLS_SPACE_X * Col)+X_Offset; //General Pos
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s16 PosY = MENU_TOP_INNER + (MENU_CELLS_SPACE_Y * Line)+Y_Offset; //General Pos
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int height = sprite.height * sprite.scale_h; //Adjust Height with scale
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int width = sprite.width * sprite.scale_w; //Adjust Width with scale
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int height_factor = (1 << 10) * sprite.height / height;
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int width_factor = (1 << 10) * sprite.width / width;
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int height = sprite->height * sprite->scale_h; //Adjust Height with scale
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int width = sprite->width * sprite->scale_w; //Adjust Width with scale
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int height_factor = (1 << 10) * sprite->height / height;
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int width_factor = (1 << 10) * sprite->width / width;
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//We open our Disp that will allow graphic draw
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OPEN_DISPS(globalCtx->state.gfxCtx, "z_kaleido_progress.c", 100);
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OPEN_DISPS(globalCtx->state.gfxCtx, __FILE__, __LINE__);
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gDPPipeSync(POLY_KAL_DISP++);
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gDPSetCombineMode(POLY_KAL_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
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@ -326,7 +344,7 @@ void KaleidoScope_DungeonsIcons24Draw(GlobalContext* globalCtx, Kaleido_sprites
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}
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//Loading texture with proper settings (settings like size if it clamp mirror etc.)
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gDPLoadTextureBlock(POLY_KAL_DISP++, sprite.tex, G_IM_FMT_RGBA, G_IM_SIZ_32b, sprite.width, sprite.height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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gDPLoadTextureBlock(POLY_KAL_DISP++, sprite->tex, G_IM_FMT_RGBA, G_IM_SIZ_32b, sprite->width, sprite->height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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//Making a "room" for our loaded graphic, it's like making a size where our graphic will draw, it has a top left corner at one postion and bottom right corner at another and make a rectangle from it, and we draw in that rectangle
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gSPTextureRectangle(POLY_KAL_DISP++, PosX << 2, PosY << 2, (PosX + width) << 2, (PosY + height) << 2, G_TX_RENDERTILE, 0, 0, width_factor, height_factor);
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//We close the DISP has there no more GFX to be draw there.
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gsSPGrayscale(POLY_KAL_DISP++, false);
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gDPPipeSync(POLY_KAL_DISP++);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "z_kaleido_progress.c", 400);
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CLOSE_DISPS(globalCtx->state.gfxCtx, __FILE__, __LINE__);
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}
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void KeleidoScope_DungeonContainerDraw(GlobalContext* globalCtx) {
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//Right now the structure has a count for the maximumm small key possible but do not use it maybe
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//I could make a system to keep track of how many keys the players had and have and
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//once he/she reach the max amount it change the digit to green?
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Kaleido_dgn_container DungeonsSettings[] = {{ DekuTitle_Kspr, 0, false, false, false, true, true, false, true, KokiriT_Kspr,false,0,0,0 },
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{ DodongoTitle_Kspr, 0, false, false, false, true, true, false, true, GoronT_Kspr,false,0,1,1 },
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{ JabuTitle_Kspr, 0, false, false, false, true, true, false, true, ZoraT_Kspr,false,0,2,2 },
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{ ForestTitle_Kspr, 5, false, false, false, true, true, true, true, ForestT_Kspr,false,1,0,3}, //if master quest keys = 6
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{ FireTitle_Kspr, 8, false, false, false, true, true, true, true, FireT_Kspr,false,1,1,4}, //if master quest keys = 5
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{ WaterTitle_Kspr, 6, false, false, false, true, true, true, true, WaterT_Kspr,false,2,0,5}, //if master quest keys = 2 ?
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{ SpiritTitle_Kspr, 5, false, false, false, true, true, true, true, SpritT_Kspr,false,2,1,6}, //if master quest keys = 6
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{ ShadowTitle_Kspr, 5, false, false, false, true, true, true, true, ShadowT_Kspr,false,3,0,7}, //if master quest keys = 7
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{ ToTTitle_Kspr, 0, false, false, false, false, false, false, true, LightT_Kspr,false,3,1,0},
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{ GanonCastleTitle_Kspr, 2, false, false, false, false, false, true, false, GymT_Kspr,false,4,1,13}, //if master quest keys = 3
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{ BotwTitle_Kspr, 2, false, false, false, true, true, false, false, GymT_Kspr,false,1,2,8},
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{ IceCavernTitle_Kspr, 0, false, false, false, true, true, false, false, GymT_Kspr,false,2,2,9 },
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{ GymnaseTitle_Kspr, 9, false, false, false, true, true, false, true, GymT_Kspr,false,3,2,11 } };
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for (s16 i =0; i < ARRAY_COUNT(DungeonsSettings); i++){
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//Dungeon name draw
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DungeonsSettings[i].name_sptr.tex = TitleCard[i+(13*gSaveContext.language)]; //Translation fetch the tex from the array.
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DungeonsSettings[i].name_sptr->tex = TitleCard[i+(13*gSaveContext.language)]; //Translation fetch the tex from the array.
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KaleidoScope_DungeonsLabelsDraw(globalCtx, DungeonsSettings[i].name_sptr, DungeonsSettings[i].DrawListLine, DungeonsSettings[i].DrawListCol);
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bool not_all_gs_found = true;
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if (GET_GS_FLAGS(DungeonsSettings[i].MapIndex) == MapIndex_GSFlags[DungeonsSettings[i].MapIndex]) {
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//if all skulltula has been found make it appear.
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not_all_gs_found = false;
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}
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KaleidoScope_DungeonsIcons24Draw(globalCtx, GoldSkulltula_Kspr, DungeonsSettings[i].DrawListLine, DungeonsSettings[i].DrawListCol, TYPE_SKULLTULA, not_all_gs_found, i);
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KaleidoScope_DungeonsIcons24Draw(globalCtx, &GoldSkulltula_Kspr, DungeonsSettings[i].DrawListLine, DungeonsSettings[i].DrawListCol, TYPE_SKULLTULA, not_all_gs_found, i);
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if (DungeonsSettings[i].smallkeys_count > 0) {
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//If dungeon has at least one key draw
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KaleidoScope_DungeonsIcons24Draw(globalCtx, Small_Kspr, DungeonsSettings[i].DrawListLine, DungeonsSettings[i].DrawListCol, TYPE_SMALL_KEYS, false, i);
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KaleidoScope_DungeonsIcons24Draw(globalCtx, &Small_Kspr, DungeonsSettings[i].DrawListLine, DungeonsSettings[i].DrawListCol, TYPE_SMALL_KEYS, false, i);
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//We set the color for our Digits here
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s16 KeyCount = gSaveContext.inventory.dungeonKeys[DungeonsSettings[i].MapIndex];
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if (KeyCount < 0) {
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@ -383,7 +386,7 @@ void KeleidoScope_DungeonContainerDraw(GlobalContext* globalCtx) {
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if (CHECK_DUNGEON_ITEM(2, DungeonsSettings[i].MapIndex)){
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is_greyscale = false;
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}
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KaleidoScope_DungeonsIcons24Draw(globalCtx, Map_Kspr, DungeonsSettings[i].DrawListLine, DungeonsSettings[i].DrawListCol, TYPE_MAP, is_greyscale, i);
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KaleidoScope_DungeonsIcons24Draw(globalCtx, &Map_Kspr, DungeonsSettings[i].DrawListLine, DungeonsSettings[i].DrawListCol, TYPE_MAP, is_greyscale, i);
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}
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if (DungeonsSettings[i].has_compass) {
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//If dungeon has a compass let draw it here.
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@ -391,7 +394,7 @@ void KeleidoScope_DungeonContainerDraw(GlobalContext* globalCtx) {
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if (CHECK_DUNGEON_ITEM(1, DungeonsSettings[i].MapIndex)){
|
||||
is_greyscale = false;
|
||||
}
|
||||
KaleidoScope_DungeonsIcons24Draw(globalCtx, Compass_Kspr, DungeonsSettings[i].DrawListLine, DungeonsSettings[i].DrawListCol, TYPE_COMPASS, is_greyscale, i);
|
||||
KaleidoScope_DungeonsIcons24Draw(globalCtx, &Compass_Kspr, DungeonsSettings[i].DrawListLine, DungeonsSettings[i].DrawListCol, TYPE_COMPASS, is_greyscale, i);
|
||||
}
|
||||
if (DungeonsSettings[i].has_bosskey) {
|
||||
//If dungeon has a boss key let draw it here.
|
||||
|
@ -399,7 +402,7 @@ void KeleidoScope_DungeonContainerDraw(GlobalContext* globalCtx) {
|
|||
if (CHECK_DUNGEON_ITEM(0, DungeonsSettings[i].MapIndex)){
|
||||
is_greyscale = false;
|
||||
}
|
||||
KaleidoScope_DungeonsIcons24Draw(globalCtx, BossKey_Kspr, DungeonsSettings[i].DrawListLine, DungeonsSettings[i].DrawListCol, TYPE_BOSS_KEY, is_greyscale, i);
|
||||
KaleidoScope_DungeonsIcons24Draw(globalCtx, &BossKey_Kspr, DungeonsSettings[i].DrawListLine, DungeonsSettings[i].DrawListCol, TYPE_BOSS_KEY, is_greyscale, i);
|
||||
}
|
||||
if (DungeonsSettings[i].has_token) {
|
||||
//If dungeon has a token let draw it here.
|
||||
|
|
|
@ -36,7 +36,7 @@ typedef struct { //This structure help me to draw icon
|
|||
} Kaleido_sprites;
|
||||
|
||||
typedef struct {
|
||||
Kaleido_sprites name_sptr; //This structure hold the dungeon informations
|
||||
Kaleido_sprites* name_sptr; //This structure hold the dungeon informations
|
||||
s16 smallkeys_count;
|
||||
bool compass_opt;
|
||||
bool map_opt;
|
||||
|
@ -45,7 +45,7 @@ typedef struct {
|
|||
bool has_map;
|
||||
bool has_bosskey;
|
||||
bool has_token;
|
||||
Kaleido_sprites tokens_sptr;
|
||||
Kaleido_sprites* tokens_sptr;
|
||||
bool is_masterquest;
|
||||
s16 DrawListLine; //This ajust the Y axe
|
||||
s16 DrawListCol; ///0 Left /1 Middle /2 Right
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue