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

@@ -205,8 +205,8 @@ s32 Lights_FreeNode(LightNode* light) {
}
}
void LightContext_Init(GlobalContext* globalCtx, LightContext* lightCtx) {
LightContext_InitList(globalCtx, lightCtx);
void LightContext_Init(PlayState* play, LightContext* lightCtx) {
LightContext_InitList(play, lightCtx);
LightContext_SetAmbientColor(lightCtx, 80, 80, 80);
LightContext_SetFog(lightCtx, 0, 0, 0, 996, 12800);
memset(&sLightsBuffer, 0, sizeof(sLightsBuffer));
@@ -233,13 +233,13 @@ Lights* LightContext_NewLights(LightContext* lightCtx, GraphicsContext* gfxCtx)
return Lights_New(gfxCtx, lightCtx->ambientColor[0], lightCtx->ambientColor[1], lightCtx->ambientColor[2]);
}
void LightContext_InitList(GlobalContext* globalCtx, LightContext* lightCtx) {
void LightContext_InitList(PlayState* play, LightContext* lightCtx) {
lightCtx->listHead = NULL;
}
void LightContext_DestroyList(GlobalContext* globalCtx, LightContext* lightCtx) {
void LightContext_DestroyList(PlayState* play, LightContext* lightCtx) {
while (lightCtx->listHead != NULL) {
LightContext_RemoveLight(globalCtx, lightCtx, lightCtx->listHead);
LightContext_RemoveLight(play, lightCtx, lightCtx->listHead);
lightCtx->listHead = lightCtx->listHead->next;
}
}
@@ -250,7 +250,7 @@ void LightContext_DestroyList(GlobalContext* globalCtx, LightContext* lightCtx)
* Note: Due to the limited number of slots in a Lights group, inserting too many lights in the
* list may result in older entries not being bound to a Light when calling Lights_BindAll
*/
LightNode* LightContext_InsertLight(GlobalContext* globalCtx, LightContext* lightCtx, LightInfo* info) {
LightNode* LightContext_InsertLight(PlayState* play, LightContext* lightCtx, LightInfo* info) {
LightNode* node;
node = Lights_FindBufSlot();
@@ -270,7 +270,7 @@ LightNode* LightContext_InsertLight(GlobalContext* globalCtx, LightContext* ligh
return node;
}
void LightContext_RemoveLight(GlobalContext* globalCtx, LightContext* lightCtx, LightNode* node) {
void LightContext_RemoveLight(PlayState* play, LightContext* lightCtx, LightNode* node) {
if (node != NULL) {
if (node->prev != NULL) {
node->prev->next = node->next;
@@ -326,7 +326,7 @@ Lights* Lights_New(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambient
return lights;
}
void Lights_GlowCheckPrepare(GlobalContext* globalCtx) {
void Lights_GlowCheckPrepare(PlayState* play) {
LightNode* node;
LightPoint* params;
Vec3f pos;
@@ -335,7 +335,7 @@ void Lights_GlowCheckPrepare(GlobalContext* globalCtx) {
f32 wX;
f32 wY;
node = globalCtx->lightCtx.listHead;
node = play->lightCtx.listHead;
while (node != NULL) {
params = &node->info->params.point;
@@ -348,7 +348,7 @@ void Lights_GlowCheckPrepare(GlobalContext* globalCtx) {
pos.x = params->x;
pos.y = params->y;
pos.z = params->z;
func_8002BE04(globalCtx, &pos, &multDest, &wDest);
func_8002BE04(play, &pos, &multDest, &wDest);
wX = multDest.x * wDest;
wY = multDest.y * wDest;
@@ -364,7 +364,7 @@ void Lights_GlowCheckPrepare(GlobalContext* globalCtx) {
}
}
void Lights_GlowCheck(GlobalContext* globalCtx) {
void Lights_GlowCheck(PlayState* play) {
LightNode* node;
LightPoint* params;
Vec3f pos;
@@ -375,7 +375,7 @@ void Lights_GlowCheck(GlobalContext* globalCtx) {
s32 wZ;
s32 zBuf;
node = globalCtx->lightCtx.listHead;
node = play->lightCtx.listHead;
while (node != NULL) {
params = &node->info->params.point;
@@ -388,7 +388,7 @@ void Lights_GlowCheck(GlobalContext* globalCtx) {
pos.x = params->x;
pos.y = params->y;
pos.z = params->z;
func_8002BE04(globalCtx, &pos, &multDest, &wDest);
func_8002BE04(play, &pos, &multDest, &wDest);
params->drawGlow = false;
wX = multDest.x * wDest;
wY = multDest.y * wDest;
@@ -410,13 +410,13 @@ void Lights_GlowCheck(GlobalContext* globalCtx) {
}
}
void Lights_DrawGlow(GlobalContext* globalCtx) {
void Lights_DrawGlow(PlayState* play) {
s32 pad;
LightNode* node;
node = globalCtx->lightCtx.listHead;
node = play->lightCtx.listHead;
OPEN_DISPS(globalCtx->state.gfxCtx);
OPEN_DISPS(play->state.gfxCtx);
POLY_XLU_DISP = func_800947AC(POLY_XLU_DISP++);
gDPSetAlphaDither(POLY_XLU_DISP++, G_AD_NOISE);
@@ -439,7 +439,7 @@ void Lights_DrawGlow(GlobalContext* globalCtx) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, params->color[0], params->color[1], params->color[2], 50);
Matrix_Translate(params->x, params->y, params->z, MTXMODE_NEW);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGlowCircleDL);
FrameInterpolation_RecordCloseChild();
@@ -448,5 +448,5 @@ void Lights_DrawGlow(GlobalContext* globalCtx) {
node = node->next;
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
CLOSE_DISPS(play->state.gfxCtx);
}