papermario
Decompilation of Paper Mario
 
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screen_overlays.c File Reference

Enumerations

enum  ScreenFadeRates {
  VERY_SLOW_FADE_RATE = 2 , SLOW_FADE_RATE = 7 , SLOWER_FADE_RATE = 10 , STANDARD_FADE_RATE = 20 ,
  FAST_FADE_RATE = 50
}
 

Functions

 INCLUDE_IMG ("ui/stencil/star.png", ui_stencil_star_png)
 
 INCLUDE_IMG ("ui/stencil/mario.png", ui_stencil_mario_png)
 
 INCLUDE_IMG ("ui/stencil/sharp_circle.png", ui_stencil_sharp_circle_png)
 
 INCLUDE_IMG ("ui/stencil/blurry_circle.png", ui_stencil_blurry_circle_png)
 
void _render_transition_stencil (u8 stencilType, f32 progress, ScreenOverlay *overlay)
 
void set_screen_overlay_params_front (u8 type, f32 zoom)
 
void set_screen_overlay_params_back (u8 type, f32 zoom)
 
void get_screen_overlay_params (s32 layer, u8 *type, f32 *zoom)
 
void set_screen_overlay_color (s32 layer, u8 r, u8 g, u8 b)
 
void set_screen_overlay_center (s32 layer, s32 arg1, s32 screenPosX, s32 screenPosY)
 
void set_screen_overlay_center_worldpos (s32 layer, s32 posIdx, s32 worldPosX, s32 worldPosY, s32 worldPosZ)
 
void set_screen_overlay_alpha (s32 layer, f32 alpha)
 
void clear_screen_overlays (void)
 
void func_80138188 (void)
 
void func_80138198 (void)
 
void render_screen_overlay_frontUI (void)
 
void render_screen_overlay_backUI (void)
 
void set_map_transition_effect (ScreenTransition transition)
 
s16 update_exit_map_screen_overlay (s16 *progress)
 
s16 update_enter_map_screen_overlay (s16 *progress)
 

Variables

BSS s32 screen_overlay_frontType
 
BSS f32 screen_overlay_frontZoom
 
BSS s32 screen_overlay_backType
 
BSS f32 screen_overlay_backZoom
 
BSS s32 D_80156910
 
ScreenOverlay ScreenOverlays [2]
 
ScreenTransition CurrentScreenTransition = TRANSITION_END_DEMO_SCENE_BLACK
 
s32 D_8014C6F4 [] = { 0x00000000, 0x00000000, 0x00000000 }
 
Gfx Gfx_LoadStencilTex_CommonParams []
 
Gfx Gfx_LoadStencilTex_SharpCircle []
 
Gfx Gfx_LoadStencilTex_Mario []
 
Gfx Gfx_LoadStencilTex_Star []
 
Gfx Gfx_LoadStencilTex_BlurryCircle []
 
Gfx D_8014E8F0 []
 
Gfx D_8014E9A8 []
 
Gfx D_8014EA48 []
 

Enumeration Type Documentation

◆ ScreenFadeRates

Enumerator
VERY_SLOW_FADE_RATE 
SLOW_FADE_RATE 
SLOWER_FADE_RATE 
STANDARD_FADE_RATE 
FAST_FADE_RATE 

Function Documentation

◆ _render_transition_stencil()

void _render_transition_stencil ( u8 stencilType,
f32 progress,
ScreenOverlay * overlay )

◆ clear_screen_overlays()

void clear_screen_overlays ( void )

◆ func_80138188()

void func_80138188 ( void )

◆ func_80138198()

void func_80138198 ( void )

Referenced by step_game_loop().

◆ get_screen_overlay_params()

void get_screen_overlay_params ( s32 layer,
u8 * type,
f32 * zoom )

◆ INCLUDE_IMG() [1/4]

INCLUDE_IMG ( "ui/stencil/blurry_circle.png" ,
ui_stencil_blurry_circle_png  )

◆ INCLUDE_IMG() [2/4]

INCLUDE_IMG ( "ui/stencil/mario.png" ,
ui_stencil_mario_png  )

◆ INCLUDE_IMG() [3/4]

INCLUDE_IMG ( "ui/stencil/sharp_circle.png" ,
ui_stencil_sharp_circle_png  )

◆ INCLUDE_IMG() [4/4]

INCLUDE_IMG ( "ui/stencil/star.png" ,
ui_stencil_star_png  )

◆ render_screen_overlay_backUI()

void render_screen_overlay_backUI ( void )

Referenced by gfx_draw_frame().

◆ render_screen_overlay_frontUI()

void render_screen_overlay_frontUI ( void )

Referenced by gfx_draw_frame().

◆ set_map_transition_effect()

◆ set_screen_overlay_alpha()

void set_screen_overlay_alpha ( s32 layer,
f32 alpha )

◆ set_screen_overlay_center()

void set_screen_overlay_center ( s32 layer,
s32 arg1,
s32 screenPosX,
s32 screenPosY )

◆ set_screen_overlay_center_worldpos()

void set_screen_overlay_center_worldpos ( s32 layer,
s32 posIdx,
s32 worldPosX,
s32 worldPosY,
s32 worldPosZ )

◆ set_screen_overlay_color()

◆ set_screen_overlay_params_back()

◆ set_screen_overlay_params_front()

◆ update_enter_map_screen_overlay()

s16 update_enter_map_screen_overlay ( s16 * progress)

◆ update_exit_map_screen_overlay()

s16 update_exit_map_screen_overlay ( s16 * progress)

Variable Documentation

◆ CurrentScreenTransition

◆ D_8014C6F4

s32 D_8014C6F4[] = { 0x00000000, 0x00000000, 0x00000000 }

◆ D_8014E8F0

Gfx D_8014E8F0[]
Initial value:
= {
gsSPTexture(0x8000, 0x8000, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsDPSetCycleType(G_CYC_1CYCLE),
gsDPSetDepthSource(G_ZS_PRIM),
gsDPSetPrimDepth(0, 0),
gsDPSetRenderMode(Z_UPD | IM_RD | CVG_DST_SAVE | ZMODE_OPA | FORCE_BL | GBL_c1(G_BL_CLR_MEM, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA), Z_UPD | IM_RD | CVG_DST_SAVE | ZMODE_OPA | FORCE_BL | GBL_c2(G_BL_CLR_MEM, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)),
gsDPSetTexturePersp(G_TP_PERSP),
gsDPSetTextureDetail(G_TD_CLAMP),
gsDPSetTextureLOD(G_TL_TILE),
gsDPSetTextureLUT(G_TT_NONE),
gsDPSetTextureFilter(G_TF_BILERP),
gsDPSetTextureConvert(G_TC_FILT),
gsSPClearGeometryMode(G_CULL_BOTH | G_LIGHTING | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK),
gsSPVertex(&vtx_stencil1, 10, 0),
gsSP2Triangles(0, 1, 2, 0, 3, 0, 2, 0),
gsSP2Triangles(0, 4, 1, 0, 3, 5, 0, 0),
gsSP2Triangles(1, 6, 2, 0, 7, 3, 2, 0),
gsSP2Triangles(8, 7, 2, 0, 7, 9, 3, 0),
gsDPPipeSync(),
gsDPSetDepthSource(G_ZS_PIXEL),
gsSPEndDisplayList()
}
#define PM_CC_SCREEN_OVERLAY
Definition macros.h:410

Referenced by _render_transition_stencil().

◆ D_8014E9A8

Gfx D_8014E9A8[]
Initial value:
= {
gsDPPipeSync(),
gsDPSetDepthSource(G_ZS_PRIM),
gsDPSetPrimDepth(20, 0),
gsDPSetRenderMode(G_RM_ZB_XLU_SURF, G_RM_ZB_XLU_SURF2),
gsSPClearGeometryMode(G_CULL_BOTH | G_LIGHTING | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE),
gsDPSetColorDither(G_CD_MAGICSQ),
gsDPSetCycleType(G_CYC_1CYCLE),
gsDPSetTextureFilter(G_TF_BILERP),
gsDPSetTexturePersp(G_TP_NONE),
gsDPSetTextureLOD(G_TL_TILE),
gsDPSetTextureLUT(G_TT_NONE),
gsDPSetTextureDetail(G_TD_CLAMP),
gsDPSetTextureConvert(G_TC_FILT),
gsDPFillRectangle(0, 0, 320, 240),
gsDPSetColorDither(G_CD_DISABLE),
gsDPPipeSync(),
gsDPSetDepthSource(G_ZS_PIXEL),
gsSPEndDisplayList()
}

Referenced by _render_transition_stencil().

◆ D_8014EA48

Gfx D_8014EA48[]

◆ D_80156910

BSS s32 D_80156910

◆ Gfx_LoadStencilTex_BlurryCircle

Gfx Gfx_LoadStencilTex_BlurryCircle[]
Initial value:
= {
gsDPSetTextureLUT(G_TT_NONE),
gsDPSetTextureImage(G_IM_FMT_I, G_IM_SIZ_8b, 64, ui_stencil_blurry_circle_png),
gsDPSetTile(G_IM_FMT_I, G_IM_SIZ_8b, 8, 0x0000, G_TX_LOADTILE, 0, G_TX_MIRROR | G_TX_CLAMP, 6, G_TX_NOLOD, G_TX_MIRROR | G_TX_CLAMP, 6, G_TX_NOLOD),
gsDPLoadSync(),
gsDPLoadTile(G_TX_LOADTILE, 0, 0, 0x00FC, 0x00FC),
gsDPPipeSync(),
gsDPSetTile(G_IM_FMT_I, G_IM_SIZ_8b, 8, 0x0000, G_TX_RENDERTILE, 0, G_TX_MIRROR | G_TX_CLAMP, 6, G_TX_NOLOD, G_TX_MIRROR | G_TX_CLAMP, 6, G_TX_NOLOD),
gsDPSetTileSize(G_TX_RENDERTILE, 0, 0, 0x00FC, 0x00FC),
gsDPSetTileSize(G_TX_RENDERTILE, 0, 0, 0x01FC, 0x01FC),
gsSPEndDisplayList()
}
Gfx Gfx_LoadStencilTex_CommonParams[]
Definition screen_overlays.c:27

Referenced by _render_transition_stencil().

◆ Gfx_LoadStencilTex_CommonParams

Gfx Gfx_LoadStencilTex_CommonParams[]
Initial value:
= {
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
gsDPPipeSync(),
gsDPSetCycleType(G_CYC_1CYCLE),
gsDPSetTextureDetail(G_TD_CLAMP),
gsDPSetTextureLOD(G_TL_TILE),
gsDPSetTextureFilter(G_TF_AVERAGE),
gsDPSetTextureConvert(G_TC_FILT),
gsDPSetTexturePersp(G_TP_NONE),
gsDPSetColorDither(G_CD_MAGICSQ),
gsDPSetAlphaDither(G_AD_PATTERN),
gsDPSetCombineMode(PM_CC_3A, PM_CC_3A),
gsDPSetRenderMode(G_RM_CLD_SURF, G_RM_CLD_SURF2),
gsSPClearGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH | G_CLIPPING | 0x0040F9FA),
gsSPSetGeometryMode(G_SHADE | G_SHADING_SMOOTH),
gsSPEndDisplayList()
}
#define PM_CC_3A
Definition macros.h:408

◆ Gfx_LoadStencilTex_Mario

Gfx Gfx_LoadStencilTex_Mario[]
Initial value:
= {
gsDPSetTextureLUT(G_TT_NONE),
gsDPLoadTextureTile_4b(ui_stencil_mario_png, G_IM_FMT_I, 64, 0, 0, 0, 63, 63, 0, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, 6, 6, G_TX_NOLOD, G_TX_NOLOD),
gsSPEndDisplayList()
}

Referenced by _render_transition_stencil().

◆ Gfx_LoadStencilTex_SharpCircle

Gfx Gfx_LoadStencilTex_SharpCircle[]
Initial value:
= {
gsDPSetTextureLUT(G_TT_NONE),
gsDPLoadTextureTile_4b(ui_stencil_sharp_circle_png, G_IM_FMT_I, 32, 0, 0, 0, 31, 31, 0, G_TX_MIRROR | G_TX_CLAMP, G_TX_MIRROR | G_TX_CLAMP, 5, 5, G_TX_NOLOD, G_TX_NOLOD),
gsDPSetTileSize(G_TX_RENDERTILE, 0, 0, 0x00FC, 0x00FC),
gsSPEndDisplayList()
}

Referenced by _render_transition_stencil().

◆ Gfx_LoadStencilTex_Star

Gfx Gfx_LoadStencilTex_Star[]
Initial value:
= {
gsDPSetTextureLUT(G_TT_NONE),
gsDPLoadTextureTile_4b(ui_stencil_star_png, G_IM_FMT_I, 32, 0, 0, 0, 31, 63, 0, G_TX_MIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, 5, 6, G_TX_NOLOD, G_TX_NOLOD),
gsDPSetTileSize(G_TX_RENDERTILE, 0, 0, 0x00FC, 0x00FC),
gsSPEndDisplayList(),
}

Referenced by _render_transition_stencil().

◆ screen_overlay_backType

◆ screen_overlay_backZoom

◆ screen_overlay_frontType

◆ screen_overlay_frontZoom

◆ ScreenOverlays