Use PlayState instead of GlobalContext (#1927)

* Use PlayState instead of GlobalContext
- GlobalContext -> PlayState
- globalCtx -> play
- GlobalCtx -> PlayState
- globalContext -> playState

* Find and replace Gameplay_ with Play_

* Correct some misnamed argument cases
This commit is contained in:
Garrett Cox
2022-11-06 02:24:34 -06:00
committed by GitHub
parent 710a768d76
commit 99260acaf1
926 changed files with 41210 additions and 41210 deletions

View File

@@ -11,7 +11,7 @@ void SkelCurve_Clear(SkelAnimeCurve* skelCurve) {
skelCurve->unk_0C = 0.0f;
}
s32 SkelCurve_Init(GlobalContext* globalCtx, SkelAnimeCurve* skelCurve, SkelCurveLimbList* limbListSeg,
s32 SkelCurve_Init(PlayState* play, SkelAnimeCurve* skelCurve, SkelCurveLimbList* limbListSeg,
TransformUpdateIndex* transUpdIdx) {
if (ResourceMgr_OTRSigCheck(limbListSeg))
@@ -29,7 +29,7 @@ s32 SkelCurve_Init(GlobalContext* globalCtx, SkelAnimeCurve* skelCurve, SkelCurv
return 1;
}
void SkelCurve_Destroy(GlobalContext* globalCtx, SkelAnimeCurve* skelCurve) {
void SkelCurve_Destroy(PlayState* play, SkelAnimeCurve* skelCurve) {
if (skelCurve->transforms != NULL) {
ZELDA_ARENA_FREE_DEBUG(skelCurve->transforms);
}
@@ -44,7 +44,7 @@ void SkelCurve_SetAnim(SkelAnimeCurve* skelCurve, TransformUpdateIndex* transUpd
skelCurve->transUpdIdx = transUpdIdx;
}
s32 SkelCurve_Update(GlobalContext* globalCtx, SkelAnimeCurve* skelCurve) {
s32 SkelCurve_Update(PlayState* play, SkelAnimeCurve* skelCurve) {
s16* transforms;
u8* transformRefIdx;
TransformUpdateIndex* transformIndex;
@@ -99,16 +99,16 @@ s32 SkelCurve_Update(GlobalContext* globalCtx, SkelAnimeCurve* skelCurve) {
return ret;
}
void SkelCurve_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, SkelAnimeCurve* skelCurve,
void SkelCurve_DrawLimb(PlayState* play, s32 limbIndex, SkelAnimeCurve* skelCurve,
OverrideCurveLimbDraw overrideLimbDraw, PostCurveLimbDraw postLimbDraw, s32 lod, void* data) {
SkelCurveLimb* limb = SEGMENTED_TO_VIRTUAL(skelCurve->limbList[limbIndex]);
OPEN_DISPS(globalCtx->state.gfxCtx);
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
if (overrideLimbDraw == NULL ||
(overrideLimbDraw != NULL && overrideLimbDraw(globalCtx, skelCurve, limbIndex, data))) {
(overrideLimbDraw != NULL && overrideLimbDraw(play, skelCurve, limbIndex, data))) {
Vec3f scale;
Vec3s rot;
Vec3f pos;
@@ -135,7 +135,7 @@ void SkelCurve_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, SkelAnimeCurve*
dList = limb->dList[0];
if (dList != NULL) {
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_LOAD | G_MTX_NOPUSH | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, dList);
}
@@ -144,13 +144,13 @@ void SkelCurve_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, SkelAnimeCurve*
dList = limb->dList[0];
if (dList != NULL) {
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_LOAD | G_MTX_NOPUSH | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, dList);
}
dList = limb->dList[1];
if (dList != NULL) {
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_LOAD | G_MTX_NOPUSH | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, dList);
}
@@ -161,25 +161,25 @@ void SkelCurve_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, SkelAnimeCurve*
}
if (postLimbDraw != NULL) {
postLimbDraw(globalCtx, skelCurve, limbIndex, data);
postLimbDraw(play, skelCurve, limbIndex, data);
}
if (limb->firstChildIdx != LIMB_DONE) {
SkelCurve_DrawLimb(globalCtx, limb->firstChildIdx, skelCurve, overrideLimbDraw, postLimbDraw, lod, data);
SkelCurve_DrawLimb(play, limb->firstChildIdx, skelCurve, overrideLimbDraw, postLimbDraw, lod, data);
}
Matrix_Pop();
if (limb->nextLimbIdx != LIMB_DONE) {
SkelCurve_DrawLimb(globalCtx, limb->nextLimbIdx, skelCurve, overrideLimbDraw, postLimbDraw, lod, data);
SkelCurve_DrawLimb(play, limb->nextLimbIdx, skelCurve, overrideLimbDraw, postLimbDraw, lod, data);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
CLOSE_DISPS(play->state.gfxCtx);
}
void SkelCurve_Draw(Actor* actor, GlobalContext* globalCtx, SkelAnimeCurve* skelCurve,
void SkelCurve_Draw(Actor* actor, PlayState* play, SkelAnimeCurve* skelCurve,
OverrideCurveLimbDraw overrideLimbDraw, PostCurveLimbDraw postLimbDraw, s32 lod, void* data) {
if (skelCurve->transforms != NULL) {
SkelCurve_DrawLimb(globalCtx, 0, skelCurve, overrideLimbDraw, postLimbDraw, lod, data);
SkelCurve_DrawLimb(play, 0, skelCurve, overrideLimbDraw, postLimbDraw, lod, data);
}
}