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Documentation pass on d_menu_ring.cpp (#2152)
* first d_menu_ring documentation pass * some more docs
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@ -15,6 +15,13 @@ class dSelect_cursor_c;
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class dMenu_Ring_c : public dDlst_base_c {
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public:
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enum dMenu_Ring_Status {
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/* 0 */ STATUS_WAIT,
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/* 1 */ STATUS_MOVE,
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/* 2 */ STATUS_EXPLAIN,
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/* 3 */ STATUS_EXPLAIN_FORCE,
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};
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/* 801E9118 */ dMenu_Ring_c(JKRExpHeap*, STControl*, CSTControl*, u8);
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/* 801EAB7C */ void _create();
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/* 801EABE8 */ void _delete();
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@ -48,7 +55,7 @@ public:
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/* 801EDB14 */ void setSelectItem(int, u8);
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/* 801EDC98 */ void drawSelectItem();
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/* 801EDF2C */ void setSelectItemForce(int);
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/* 801EDFDC */ s32 getCursorPos(u8);
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/* 801EDFDC */ u8 getCursorPos(u8);
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/* 801EE058 */ u8 getItemNum(u8);
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/* 801EE15C */ u8 getItemMaxNum(u8);
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/* 801EE228 */ bool checkExplainForce();
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@ -94,90 +101,104 @@ private:
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/* 0x068 */ J2DPicture* mpSelectItemTex[4][3];
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/* 0x098 */ J2DPicture* mpItemTex[MAX_ITEM_SLOTS][3];
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/* 0x1B8 */ J2DPicture* mpBlackTex;
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/* 0x1BC */ J2DPicture* mpItemNumTex[3];
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/* 0x1C8 */ J2DTextBox* field_0x1c8[5];
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/* 0x1DC */ J2DTextBox* field_0x1dc[5];
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/* 0x1BC */ J2DPicture* mpItemNumTex[3]; // Displays digits on ammo-based items. Each index
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// represents one drawn digit
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/* 0x1C8 */ J2DTextBox* mpComboOffString[5]; // Displays "Combo Off" combined bow is equipped
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// and cursor is on combinable item
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/* 0x1DC */ J2DTextBox* mpBowArrowComboString[5]; // Displays "Bow & Arrow Combo" if bow is
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// equipped and cursor is on combinable item
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/* 0x1F0 */ ResTIMG* mpSelectItemTexBuf[4][3][2];
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/* 0x250 */ ResTIMG* mpItemBuf[MAX_ITEM_SLOTS][3];
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/* 0x370 */ dMenu_ItemExplain_c* mpItemExplain;
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/* 0x374 */ void* field_0x374[3];
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/* 0x380 */ cXyz field_0x380;
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/* 0x38C */ f32 field_0x38c[MAX_ITEM_SLOTS];
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/* 0x3EC */ f32 field_0x3ec[MAX_ITEM_SLOTS];
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/* 0x44C */ f32 field_0x44c[MAX_ITEM_SLOTS];
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/* 0x4AC */ f32 field_0x4ac[MAX_ITEM_SLOTS];
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/* 0x50C */ f32 field_0x50c;
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/* 0x510 */ f32 field_0x510;
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/* 0x514 */ f32 field_0x514;
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/* 0x374 */ void*
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mpResData[3]; // Contains screen data from .blo files which control e.g. the
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// appearance of specific sprites and where they are on the screen
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/* 0x380 */ cXyz mDirectSelectCursorPos; // Positions the cursor with it's X and Z coordinates
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// when Direct Select is active
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/* 0x38C */ f32 mItemSlotPosX[MAX_ITEM_SLOTS];
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/* 0x3EC */ f32 mItemSlotPosY[MAX_ITEM_SLOTS];
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/* 0x44C */ f32 mItemSlotParam1[MAX_ITEM_SLOTS];
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/* 0x4AC */ f32 mItemSlotParam2[MAX_ITEM_SLOTS];
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/* 0x50C */ f32 mRingRadiusH;
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/* 0x510 */ f32 mRingRadiusV;
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/* 0x514 */ f32 mAlphaRate; // Responsible for multiple things but especially for the
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// background becoming darker in a specific velocity when opening
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/* 0x518 */ f32 field_0x518[4];
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/* 0x528 */ f32 field_0x528[4];
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/* 0x538 */ f32 field_0x538[4];
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/* 0x548 */ f32 field_0x548[4];
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/* 0x558 */ f32 field_0x558[4];
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/* 0x568 */ f32 field_0x568;
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/* 0x56C */ f32 field_0x56c;
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/* 0x570 */ f32 field_0x570;
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/* 0x568 */ f32 mCenterPosX; // Controls the position in the x-axis of the whole item wheel
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// and moves it when opening or closing.
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/* 0x56C */ f32 mCenterPosY; // Controls the position in the y-axis of the whole item wheel
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// and moves it when opening or closing.
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/* 0x570 */ f32 mPikariFlashingSpeed; // Controls the flashing speed of the combine icon (Bow &
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// Arrow Combo)
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/* 0x574 */ f32 field_0x574[3];
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/* 0x580 */ f32 field_0x580[3];
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/* 0x58C */ f32 field_0x58c;
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/* 0x590 */ f32 field_0x590;
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/* 0x594 */ f32 field_0x594;
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/* 0x598 */ f32 field_0x598[10];
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/* 0x5C0 */ f32 field_0x5c0[10];
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/* 0x5E8 */ f32 field_0x5e8[10];
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/* 0x610 */ f32 field_0x610;
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/* 0x614 */ f32 field_0x614;
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/* 0x618 */ f32 field_0x618;
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/* 0x61C */ f32 field_0x61c;
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/* 0x620 */ f32 field_0x620;
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/* 0x624 */ f32 field_0x624;
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/* 0x628 */ u32 field_0x628;
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/* 0x58C */ f32 mRingItemNamePosX;
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/* 0x590 */ f32 mRingItemNamePosY;
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/* 0x594 */ f32 mRingItemNameScale;
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/* 0x598 */ f32 mRingGuidePosX[10];
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/* 0x5C0 */ f32 mRingGuidePosY[10];
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/* 0x5E8 */ f32 mRingGuideScale[10];
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/* 0x610 */ f32 mRingCursorScale;
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/* 0x614 */ f32 mRingPosX;
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/* 0x618 */ f32 mRingPosY;
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/* 0x61C */ f32 mRingScaleH;
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/* 0x620 */ f32 mRingScaleV;
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/* 0x624 */ f32 mRingAlpha; // the alpha depends on if the player is a wolf or a human
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/* 0x628 */ u32 field_0x628; // unused, not even initialized
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/* 0x62C */ u32 mPlayerIsWolf;
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/* 0x630 */ u32 mNameStringID;
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/* 0x634 */ s32 field_0x634;
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/* 0x638 */ s16 field_0x638;
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/* 0x63A */ s16 field_0x63a;
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/* 0x63C */ s16 field_0x63c;
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/* 0x638 */ s16 mOpenCloseFrames;
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/* 0x63A */ s16 field_0x63a; // just gets set to zero in some functions. Unused
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/* 0x63C */ s16 field_0x63c; // unused
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/* 0x63E */ s16 field_0x63e[MAX_ITEM_SLOTS];
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/* 0x66E */ s16 field_0x66e;
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/* 0x670 */ s16 field_0x670;
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/* 0x672 */ s16 field_0x672;
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/* 0x672 */ s16 mWaitFrames;
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/* 0x674 */ s16 field_0x674[4];
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/* 0x67C */ u16 field_0x67c;
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/* 0x67E */ s16 field_0x67e;
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/* 0x680 */ s16 field_0x680;
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/* 0x680 */ s16 mCursorSpeed;
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/* 0x682 */ s16 field_0x682;
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/* 0x684 */ s16 field_0x684;
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/* 0x686 */ s16 field_0x686[4];
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/* 0x68E */ s16 field_0x68e;
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/* 0x690 */ u8 field_0x690[MAX_ITEM_SLOTS];
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/* 0x6A8 */ u8 field_0x6a8;
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/* 0x6A9 */ u8 field_0x6a9;
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/* 0x6AA */ u8 field_0x6aa;
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/* 0x6AB */ u8 field_0x6ab;
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/* 0x690 */ u8 mItemSlots[MAX_ITEM_SLOTS];
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/* 0x6A8 */ u8 mCurrentSlot;
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/* 0x6A9 */ u8 field_0x6a9; // unused
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/* 0x6AA */ u8 mXButtonSlot;
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/* 0x6AB */ u8 mYButtonSlot;
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/* 0x6AC */ u8 field_0x6ac;
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/* 0x6AD */ u8 field_0x6ad;
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/* 0x6AE */ u8 field_0x6ae;
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/* 0x6AF */ u8 field_0x6af;
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/* 0x6AE */ u8 mItemsTotal; // Contains the amount of items which are actually obtained and in
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// the item wheel
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/* 0x6AF */ u8 mTotalItemTexToAlloc; // Similiar to mItemsTotal but used to allocate and setup
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// the item textures based on obtained items
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/* 0x6B0 */ u8 mStatus;
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/* 0x6B1 */ u8 field_0x6b1;
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/* 0x6B2 */ u8 field_0x6b2;
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/* 0x6B3 */ u8 field_0x6b3;
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/* 0x6B1 */ u8 mOldStatus;
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/* 0x6B2 */ u8 field_0x6b2; // used to set status but always zero
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/* 0x6B3 */ u8 field_0x6b3; // ends up being useless since checkCombineComb and setCombineBomb
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// are empty functions at least in GCN
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/* 0x6B4 */ u8 field_0x6b4[4];
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/* 0x6B8 */ u8 field_0x6b8[4];
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/* 0x6BC */ u8 field_0x6bc;
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/* 0x6BC */ u8 mRingOrigin; // The value decides the origin the item wheel comes from before
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// it's in the center of the screen
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/* 0x6BD */ u8 mDrawFlag;
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/* 0x6BE */ u8 field_0x6be[4];
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/* 0x6C2 */ u8 field_0x6c2;
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/* 0x6C3 */ u8 field_0x6c3;
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/* 0x6C4 */ u8 field_0x6c4;
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/* 0x6C5 */ u8 field_0x6c5;
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/* 0x6C6 */ u8 field_0x6c6;
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/* 0x6C3 */ u8 field_0x6c3; // unused
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/* 0x6C4 */ u8 field_0x6c4; // only gets set to current slot when item explain gets opened
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/* 0x6C5 */ u8 field_0x6c5; // unused
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/* 0x6C6 */ u8 field_0x6c6; // unused
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/* 0x6C7 */ u8 field_0x6c7[4];
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/* 0x6CB */ u8 field_0x6cb;
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/* 0x6CC */ u8 field_0x6cc;
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/* 0x6CC */ u8 mDoStatus;
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/* 0x6CD */ u8 field_0x6cd;
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/* 0x6CE */ u8 field_0x6ce;
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/* 0x6CE */ bool mDirectSelectActive;
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/* 0x6CF */ u8 field_0x6cf;
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/* 0x6D0 */ u8 field_0x6d0;
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/* 0x6D1 */ u8 field_0x6d1;
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@ -51,7 +51,7 @@ enum ItemSlots {
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/* 0x01 */ SLOT_1,
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/* 0x02 */ SLOT_2,
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/* 0x03 */ SLOT_3,
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/* 0x04 */ SLOT_4,
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/* 0x04 */ SLOT_4, // Bow Slot
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/* 0x05 */ SLOT_5,
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/* 0x06 */ SLOT_6,
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/* 0x07 */ SLOT_7,
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