mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-22 03:55:11 +00:00
Merge branch 'coop' of github.com:sm64ex-coop-dev/sm64ex-coop into coop
This commit is contained in:
commit
1b8baecaf9
11 changed files with 168 additions and 28 deletions
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@ -3718,6 +3718,14 @@ function djui_hud_set_resolution(resolutionType)
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-- ...
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end
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--- @param rotation integer
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--- @param pivotX number
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--- @param pivotY number
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--- @return nil
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function djui_hud_set_rotation(rotation, pivotX, pivotY)
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-- ...
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end
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--- @param pos Vec3f
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--- @param out Vec3f
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--- @return nil
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@ -1592,6 +1592,30 @@ extern ALIGNED8 const Texture wmotr_seg7_texture_07000800[];
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extern ALIGNED8 const Texture wmotr_seg7_texture_07000C00[];
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extern ALIGNED8 const Texture wmotr_seg7_texture_07001400[];
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extern ALIGNED8 const Texture wmotr_seg7_texture_07001600[];
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extern ALIGNED8 Texture gd_texture_hand_open[];
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extern ALIGNED8 Texture gd_texture_hand_closed[];
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extern ALIGNED8 Texture gd_texture_red_star_0[];
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extern ALIGNED8 Texture gd_texture_red_star_1[];
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extern ALIGNED8 Texture gd_texture_red_star_2[];
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extern ALIGNED8 Texture gd_texture_red_star_3[];
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extern ALIGNED8 Texture gd_texture_red_star_4[];
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extern ALIGNED8 Texture gd_texture_red_star_5[];
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extern ALIGNED8 Texture gd_texture_red_star_6[];
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extern ALIGNED8 Texture gd_texture_red_star_7[];
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extern ALIGNED8 Texture gd_texture_white_star_0[];
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extern ALIGNED8 Texture gd_texture_white_star_1[];
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extern ALIGNED8 Texture gd_texture_white_star_2[];
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extern ALIGNED8 Texture gd_texture_white_star_3[];
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extern ALIGNED8 Texture gd_texture_white_star_4[];
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extern ALIGNED8 Texture gd_texture_white_star_5[];
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extern ALIGNED8 Texture gd_texture_white_star_6[];
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extern ALIGNED8 Texture gd_texture_white_star_7[];
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extern ALIGNED8 Texture gd_texture_sparkle_0[];
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extern ALIGNED8 Texture gd_texture_sparkle_1[];
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extern ALIGNED8 Texture gd_texture_sparkle_2[];
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extern ALIGNED8 Texture gd_texture_sparkle_3[];
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extern ALIGNED8 Texture gd_texture_sparkle_4[];
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extern ALIGNED8 Texture gd_texture_sparkle_5[];
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extern ALIGNED8 const Texture mario_texture_metal[];
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extern ALIGNED8 const Texture mario_texture_yellow_button[];
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@ -1695,6 +1695,32 @@ static const struct BuiltinTexInfo sDynosBuiltinTexs[] = {
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define_builtin_tex(texture_font_normal, "textures/custom_font/custom_font_normal.rgba32.png", 512, 256, 32),
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define_builtin_tex(texture_font_title, "textures/custom_font/custom_font_title.rgba32.png", 1024, 512, 32),
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define_builtin_tex(texture_font_tiny, "textures/custom_font/custom_font_tiny.rgba32.png", 256, 128, 32),
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// Goddard
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define_builtin_tex(gd_texture_hand_open, "textures/intro_raw/hand_open.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_hand_closed, "textures/intro_raw/hand_closed.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_red_star_0, "textures/intro_raw/red_star_0.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_red_star_1, "textures/intro_raw/red_star_1.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_red_star_2, "textures/intro_raw/red_star_2.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_red_star_3, "textures/intro_raw/red_star_3.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_red_star_4, "textures/intro_raw/red_star_4.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_red_star_5, "textures/intro_raw/red_star_5.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_red_star_6, "textures/intro_raw/red_star_6.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_red_star_7, "textures/intro_raw/red_star_7.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_white_star_0, "textures/intro_raw/white_star_0.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_white_star_1, "textures/intro_raw/white_star_1.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_white_star_2, "textures/intro_raw/white_star_2.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_white_star_3, "textures/intro_raw/white_star_3.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_white_star_4, "textures/intro_raw/white_star_4.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_white_star_5, "textures/intro_raw/white_star_5.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_white_star_6, "textures/intro_raw/white_star_6.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_white_star_7, "textures/intro_raw/white_star_7.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_sparkle_0, "textures/intro_raw/sparkle_0.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_sparkle_1, "textures/intro_raw/sparkle_1.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_sparkle_2, "textures/intro_raw/sparkle_2.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_sparkle_3, "textures/intro_raw/sparkle_3.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_sparkle_4, "textures/intro_raw/sparkle_4.rgba16.png", 32, 32, 16),
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define_builtin_tex(gd_texture_sparkle_5, "textures/intro_raw/sparkle_5.rgba16.png", 32, 32, 16),
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};
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const Texture* DynOS_Builtin_Tex_GetFromName(const char* aDataName) {
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@ -2357,6 +2357,28 @@
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<br />
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## [djui_hud_set_rotation](#djui_hud_set_rotation)
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### Lua Example
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`djui_hud_set_rotation(rotation, pivotX, pivotY)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| rotation | `integer` |
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| pivotX | `number` |
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| pivotY | `number` |
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### Returns
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- None
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### C Prototype
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`void djui_hud_set_rotation(s16 rotation, f32 pivotX, f32 pivotY);`
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[:arrow_up_small:](#)
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<br />
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## [djui_hud_world_pos_to_screen_pos](#djui_hud_world_pos_to_screen_pos)
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### Lua Example
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@ -731,6 +731,7 @@
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- [djui_hud_set_mouse_locked](functions-3.md#djui_hud_set_mouse_locked)
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- [djui_hud_set_render_behind_hud](functions-3.md#djui_hud_set_render_behind_hud)
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- [djui_hud_set_resolution](functions-3.md#djui_hud_set_resolution)
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- [djui_hud_set_rotation](functions-3.md#djui_hud_set_rotation)
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- [djui_hud_world_pos_to_screen_pos](functions-3.md#djui_hud_world_pos_to_screen_pos)
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<br />
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@ -27,7 +27,7 @@ void bhv_recovery_heart_loop(void) {
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o->oSpinningHeartPlayedSound += 1;
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}
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struct MarioState* marioState = nearest_mario_state_to_object(o);
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struct MarioState* marioState = nearest_interacting_mario_state_to_object(o);
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if (marioState) {
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o->oAngleVelYaw = (s32)(200.0f * marioState->forwardVel) + 1000;
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}
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@ -42,11 +42,11 @@ void bhv_recovery_heart_loop(void) {
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if ((o->oSpinningHeartTotalSpin += o->oAngleVelYaw) >= 0x10000) {
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struct MarioState* nearestState = nearest_mario_state_to_object(o);
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struct MarioState* nearestInteractingState = nearest_interacting_mario_state_to_object(o);
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for (s32 i = 0; i < MAX_PLAYERS; i++) {
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if (!gMarioStates[i].visibleToEnemies) { continue; }
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if (!is_player_active(&gMarioStates[i])) { continue; }
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if (&gMarioStates[i] == nearestState || dist_between_objects(o, gMarioStates[i].marioObj) < 1000) {
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if (&gMarioStates[i] == nearestInteractingState || dist_between_objects(o, gMarioStates[i].marioObj) < 1000) {
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gMarioStates[i].healCounter += 4;
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}
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}
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@ -118,6 +118,7 @@ extern s16 gCutsceneMsgYOffset;
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void create_dl_identity_matrix(void);
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void create_dl_translation_matrix(s8 pushOp, f32 x, f32 y, f32 z);
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void create_dl_rotation_matrix(s8 pushOp, f32 a, f32 x, f32 y, f32 z);
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void create_dl_ortho_matrix(void);
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void render_generic_char(u8 c);
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u8 str_ascii_char_to_dialog(char c);
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@ -238,67 +238,67 @@ ALIGNED8 Texture gd_texture_hand_closed[] = {
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#include "textures/intro_raw/hand_closed.rgba16.inc.c"
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};
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ALIGNED8 static Texture gd_texture_red_star_0[] = {
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ALIGNED8 Texture gd_texture_red_star_0[] = {
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#include "textures/intro_raw/red_star_0.rgba16.inc.c"
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};
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ALIGNED8 static Texture gd_texture_red_star_1[] = {
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ALIGNED8 Texture gd_texture_red_star_1[] = {
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#include "textures/intro_raw/red_star_1.rgba16.inc.c"
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};
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ALIGNED8 static Texture gd_texture_red_star_2[] = {
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ALIGNED8 Texture gd_texture_red_star_2[] = {
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#include "textures/intro_raw/red_star_2.rgba16.inc.c"
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};
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ALIGNED8 static Texture gd_texture_red_star_3[] = {
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ALIGNED8 Texture gd_texture_red_star_3[] = {
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#include "textures/intro_raw/red_star_3.rgba16.inc.c"
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};
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ALIGNED8 static Texture gd_texture_red_star_4[] = {
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ALIGNED8 Texture gd_texture_red_star_4[] = {
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#include "textures/intro_raw/red_star_4.rgba16.inc.c"
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};
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ALIGNED8 static Texture gd_texture_red_star_5[] = {
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ALIGNED8 Texture gd_texture_red_star_5[] = {
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#include "textures/intro_raw/red_star_5.rgba16.inc.c"
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};
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ALIGNED8 static Texture gd_texture_red_star_6[] = {
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ALIGNED8 Texture gd_texture_red_star_6[] = {
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#include "textures/intro_raw/red_star_6.rgba16.inc.c"
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};
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ALIGNED8 static Texture gd_texture_red_star_7[] = {
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ALIGNED8 Texture gd_texture_red_star_7[] = {
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#include "textures/intro_raw/red_star_7.rgba16.inc.c"
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};
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ALIGNED8 static Texture gd_texture_white_star_0[] = {
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ALIGNED8 Texture gd_texture_white_star_0[] = {
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#include "textures/intro_raw/white_star_0.rgba16.inc.c"
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};
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ALIGNED8 static Texture gd_texture_white_star_1[] = {
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ALIGNED8 Texture gd_texture_white_star_1[] = {
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#include "textures/intro_raw/white_star_1.rgba16.inc.c"
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};
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ALIGNED8 static Texture gd_texture_white_star_2[] = {
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ALIGNED8 Texture gd_texture_white_star_2[] = {
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#include "textures/intro_raw/white_star_2.rgba16.inc.c"
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};
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ALIGNED8 static Texture gd_texture_white_star_3[] = {
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ALIGNED8 Texture gd_texture_white_star_3[] = {
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#include "textures/intro_raw/white_star_3.rgba16.inc.c"
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};
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ALIGNED8 static Texture gd_texture_white_star_4[] = {
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ALIGNED8 Texture gd_texture_white_star_4[] = {
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#include "textures/intro_raw/white_star_4.rgba16.inc.c"
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};
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ALIGNED8 static Texture gd_texture_white_star_5[] = {
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ALIGNED8 Texture gd_texture_white_star_5[] = {
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#include "textures/intro_raw/white_star_5.rgba16.inc.c"
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};
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ALIGNED8 static Texture gd_texture_white_star_6[] = {
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ALIGNED8 Texture gd_texture_white_star_6[] = {
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#include "textures/intro_raw/white_star_6.rgba16.inc.c"
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};
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ALIGNED8 static Texture gd_texture_white_star_7[] = {
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ALIGNED8 Texture gd_texture_white_star_7[] = {
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#include "textures/intro_raw/white_star_7.rgba16.inc.c"
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};
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@ -469,30 +469,30 @@ static Gfx *gd_silver_star_dl_array[] = {
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gd_dl_silver_star_7,
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};
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ALIGNED8 static Texture gd_texture_sparkle_0[] = {
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ALIGNED8 Texture gd_texture_sparkle_0[] = {
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#include "textures/intro_raw/sparkle_0.rgba16.inc.c"
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};
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ALIGNED8 static Texture gd_texture_sparkle_1[] = {
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ALIGNED8 Texture gd_texture_sparkle_1[] = {
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#include "textures/intro_raw/sparkle_1.rgba16.inc.c"
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};
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ALIGNED8 static Texture gd_texture_sparkle_2[] = {
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ALIGNED8 Texture gd_texture_sparkle_2[] = {
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#include "textures/intro_raw/sparkle_2.rgba16.inc.c"
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};
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ALIGNED8 static Texture gd_texture_sparkle_3[] = {
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ALIGNED8 Texture gd_texture_sparkle_3[] = {
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#include "textures/intro_raw/sparkle_3.rgba16.inc.c"
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};
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ALIGNED8 static Texture gd_texture_sparkle_4[] = {
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ALIGNED8 Texture gd_texture_sparkle_4[] = {
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#include "textures/intro_raw/sparkle_4.rgba16.inc.c"
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};
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//! No reference to this texture. Two DL's uses the same previous texture
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// instead of using this texture.
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// Fixed via setting TEXTURE_FIX to 1.
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ALIGNED8 static Texture gd_texture_sparkle_5[] = {
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ALIGNED8 Texture gd_texture_sparkle_5[] = {
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#include "textures/intro_raw/sparkle_5.rgba16.inc.c"
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};
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@ -23,6 +23,7 @@
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static enum HudUtilsResolution sResolution = RESOLUTION_DJUI;
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static enum DjuiFontType sFont = FONT_NORMAL;
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static struct { f32 rotation; f32 pivotX; f32 pivotY; } sRotation = { 0, 0, 0 };
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f32 gDjuiHudUtilsZ = 0;
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u8 gDjuiHudLockMouse = false;
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@ -152,6 +153,12 @@ void djui_hud_set_color(u8 r, u8 g, u8 b, u8 a) {
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gDPSetEnvColor(gDisplayListHead++, r, g, b, a);
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}
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void djui_hud_set_rotation(s16 rotation, f32 pivotX, f32 pivotY) {
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sRotation.rotation = (rotation * 180.f) / 0x8000;
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sRotation.pivotX = pivotX;
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sRotation.pivotY = pivotY;
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}
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u32 djui_hud_get_screen_width(void) {
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u32 windowWidth, windowHeight;
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wm_api->get_dimensions(&windowWidth, &windowHeight);
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@ -268,11 +275,20 @@ void djui_hud_render_texture_raw(const u8* texture, u32 bitSize, u32 width, u32
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djui_hud_position_translate(&translatedX, &translatedY);
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create_dl_translation_matrix(DJUI_MTX_PUSH, translatedX, translatedY, gDjuiHudUtilsZ);
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// translate scale
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// rotate
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f32 translatedW = scaleW;
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f32 translatedH = scaleH;
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djui_hud_size_translate(&translatedW);
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djui_hud_size_translate(&translatedH);
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if (sRotation.rotation != 0) {
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f32 pivotTranslationX = width * translatedW * sRotation.pivotX;
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f32 pivotTranslationY = height * translatedH * sRotation.pivotY;
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create_dl_translation_matrix(DJUI_MTX_NOPUSH, +pivotTranslationX, -pivotTranslationY, 0);
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create_dl_rotation_matrix(DJUI_MTX_NOPUSH, sRotation.rotation, 0, 0, 1);
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create_dl_translation_matrix(DJUI_MTX_NOPUSH, -pivotTranslationX, +pivotTranslationY, 0);
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}
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// translate scale
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create_dl_scale_matrix(DJUI_MTX_NOPUSH, width * translatedW, height * translatedH, 1.0f);
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// render
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@ -293,11 +309,21 @@ void djui_hud_render_texture_tile_raw(const u8* texture, u32 bitSize, u32 width,
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djui_hud_position_translate(&translatedX, &translatedY);
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create_dl_translation_matrix(DJUI_MTX_PUSH, translatedX, translatedY, gDjuiHudUtilsZ);
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// translate scale
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// rotate
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f32 translatedW = scaleW;
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f32 translatedH = scaleH;
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djui_hud_size_translate(&translatedW);
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djui_hud_size_translate(&translatedH);
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if (sRotation.rotation != 0) {
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f32 aspect = tileH ? ((f32) tileW / (f32) tileH) : 1.f;
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f32 pivotTranslationX = width * translatedW * aspect * sRotation.pivotX;
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f32 pivotTranslationY = height * translatedH * sRotation.pivotY;
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create_dl_translation_matrix(DJUI_MTX_NOPUSH, +pivotTranslationX, -pivotTranslationY, 0);
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create_dl_rotation_matrix(DJUI_MTX_NOPUSH, sRotation.rotation, 0, 0, 1);
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create_dl_translation_matrix(DJUI_MTX_NOPUSH, -pivotTranslationX, +pivotTranslationY, 0);
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}
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// translate scale
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create_dl_scale_matrix(DJUI_MTX_NOPUSH, width * translatedW, height * translatedH, 1.0f);
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// render
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||||
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@ -369,11 +395,20 @@ void djui_hud_render_rect(f32 x, f32 y, f32 width, f32 height) {
|
|||
djui_hud_position_translate(&translatedX, &translatedY);
|
||||
create_dl_translation_matrix(DJUI_MTX_PUSH, translatedX, translatedY, gDjuiHudUtilsZ);
|
||||
|
||||
// translate scale
|
||||
// rotate
|
||||
f32 translatedW = width;
|
||||
f32 translatedH = height;
|
||||
djui_hud_size_translate(&translatedW);
|
||||
djui_hud_size_translate(&translatedH);
|
||||
if (sRotation.rotation != 0) {
|
||||
f32 pivotTranslationX = translatedW * sRotation.pivotX;
|
||||
f32 pivotTranslationY = translatedH * sRotation.pivotY;
|
||||
create_dl_translation_matrix(DJUI_MTX_NOPUSH, +pivotTranslationX, -pivotTranslationY, 0);
|
||||
create_dl_rotation_matrix(DJUI_MTX_NOPUSH, sRotation.rotation, 0, 0, 1);
|
||||
create_dl_translation_matrix(DJUI_MTX_NOPUSH, -pivotTranslationX, +pivotTranslationY, 0);
|
||||
}
|
||||
|
||||
// translate scale
|
||||
create_dl_scale_matrix(DJUI_MTX_NOPUSH, translatedW, translatedH, 1.0f);
|
||||
|
||||
// render
|
||||
|
|
|
@ -39,6 +39,7 @@ extern u8 gDjuiHudLockMouse;
|
|||
void djui_hud_set_resolution(enum HudUtilsResolution resolutionType);
|
||||
void djui_hud_set_font(enum DjuiFontType fontType);
|
||||
void djui_hud_set_color(u8 r, u8 g, u8 b, u8 a);
|
||||
void djui_hud_set_rotation(s16 rotation, f32 pivotX, f32 pivotY);
|
||||
|
||||
u32 djui_hud_get_screen_width(void);
|
||||
u32 djui_hud_get_screen_height(void);
|
||||
|
|
|
@ -11771,6 +11771,27 @@ int smlua_func_djui_hud_set_resolution(lua_State* L) {
|
|||
return 1;
|
||||
}
|
||||
|
||||
int smlua_func_djui_hud_set_rotation(lua_State* L) {
|
||||
if (L == NULL) { return 0; }
|
||||
|
||||
int top = lua_gettop(L);
|
||||
if (top != 3) {
|
||||
LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "djui_hud_set_rotation", 3, top);
|
||||
return 0;
|
||||
}
|
||||
|
||||
s16 rotation = smlua_to_integer(L, 1);
|
||||
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "djui_hud_set_rotation"); return 0; }
|
||||
f32 pivotX = smlua_to_number(L, 2);
|
||||
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 2, "djui_hud_set_rotation"); return 0; }
|
||||
f32 pivotY = smlua_to_number(L, 3);
|
||||
if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 3, "djui_hud_set_rotation"); return 0; }
|
||||
|
||||
djui_hud_set_rotation(rotation, pivotX, pivotY);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int smlua_func_djui_hud_world_pos_to_screen_pos(lua_State* L) {
|
||||
if (L == NULL) { return 0; }
|
||||
|
||||
|
@ -29889,6 +29910,7 @@ void smlua_bind_functions_autogen(void) {
|
|||
smlua_bind_function(L, "djui_hud_set_mouse_locked", smlua_func_djui_hud_set_mouse_locked);
|
||||
smlua_bind_function(L, "djui_hud_set_render_behind_hud", smlua_func_djui_hud_set_render_behind_hud);
|
||||
smlua_bind_function(L, "djui_hud_set_resolution", smlua_func_djui_hud_set_resolution);
|
||||
smlua_bind_function(L, "djui_hud_set_rotation", smlua_func_djui_hud_set_rotation);
|
||||
smlua_bind_function(L, "djui_hud_world_pos_to_screen_pos", smlua_func_djui_hud_world_pos_to_screen_pos);
|
||||
|
||||
// djui_popup.h
|
||||
|
|
Loading…
Reference in a new issue