Enumerations | |
enum | ScreenFadeRates { VERY_SLOW_FADE_RATE = 2 , SLOW_FADE_RATE = 7 , SLOWER_FADE_RATE = 10 , STANDARD_FADE_RATE = 20 , FAST_FADE_RATE = 50 } |
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 [] |
void _render_transition_stencil | ( | u8 | stencilType, |
f32 | progress, | ||
ScreenOverlay * | overlay ) |
Referenced by gfx_draw_frame(), render_screen_overlay_backUI(), and render_screen_overlay_frontUI().
Referenced by load_engine_data(), state_step_demo(), state_step_intro(), and state_step_startup().
Referenced by load_demo_battle(), and load_map_by_IDs().
Referenced by step_game_loop().
Referenced by appendGfx_image_strips(), btl_update(), create_target_list(), UpdateIntroMessages(), and worker_draw_story_graphics().
INCLUDE_IMG | ( | "ui/stencil/blurry_circle.png" | , |
ui_stencil_blurry_circle_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/star.png" | , |
ui_stencil_star_png | ) |
Referenced by gfx_draw_frame().
Referenced by gfx_draw_frame().
void set_map_transition_effect | ( | ScreenTransition | transition | ) |
Referenced by draw_encounters_pre_battle(), and update_exit_map_screen_overlay().
void set_screen_overlay_center_worldpos | ( | s32 | layer, |
s32 | posIdx, | ||
s32 | worldPosX, | ||
s32 | worldPosY, | ||
s32 | worldPosZ ) |
Referenced by btl_state_draw_end_demo_battle(), btl_state_draw_normal_start(), btl_state_update_end_battle(), btl_state_update_normal_start(), btl_update(), draw_encounters_post_battle(), draw_encounters_pre_battle(), startup_fade_screen_update(), state_init_intro(), state_step_intro(), update_enter_map_screen_overlay(), and update_exit_map_screen_overlay().
Referenced by btl_state_draw_celebration(), btl_state_draw_end_battle(), btl_state_draw_end_demo_battle(), btl_state_draw_enemy_striking_first(), btl_state_draw_first_stike(), btl_state_draw_normal_start(), btl_state_draw_partner_striking_first(), btl_state_update_normal_start(), btl_update(), draw_encounters_post_battle(), draw_encounters_pre_battle(), load_demo_battle(), startup_fade_screen_update(), state_init_demo(), state_init_exit_language_select(), state_init_language_select(), state_step_change_map(), state_step_enter_world(), state_step_exit_language_select(), state_step_game_over(), state_step_intro(), state_step_language_select(), update_encounters_post_battle(), update_encounters_pre_battle(), update_enter_map_screen_overlay(), and update_exit_map_screen_overlay().
Referenced by state_step_change_map(), and state_step_enter_world().
Referenced by init_enter_world_shared(), state_step_change_map(), and state_step_exit_file_select().
ScreenTransition CurrentScreenTransition = TRANSITION_END_DEMO_SCENE_BLACK |
Referenced by set_map_transition_effect(), update_enter_map_screen_overlay(), and update_exit_map_screen_overlay().
s32 D_8014C6F4[] = { 0x00000000, 0x00000000, 0x00000000 } |
Gfx D_8014E8F0[] |
Referenced by _render_transition_stencil().
Gfx D_8014E9A8[] |
Referenced by _render_transition_stencil().
Gfx D_8014EA48[] |
Referenced by _render_transition_stencil().
Gfx Gfx_LoadStencilTex_BlurryCircle[] |
Referenced by _render_transition_stencil().
Gfx Gfx_LoadStencilTex_CommonParams[] |
Gfx Gfx_LoadStencilTex_Mario[] |
Referenced by _render_transition_stencil().
Gfx Gfx_LoadStencilTex_SharpCircle[] |
Referenced by _render_transition_stencil().
Gfx Gfx_LoadStencilTex_Star[] |
Referenced by _render_transition_stencil().