Use Macro for __FILE__ & __LINE__ when possible (#559)

* First batch some overlay

* Almost all overlay

* effect & gamestate

* kaleido stuffs

* more overlay

* more left over from code folder

* remaining hardcoded line and file

* Open & Close _DISP __FILE__ & __LINE__ clean up

* Some if (1) {} remove

* LOG_xxxx __FILE__ , __LINE__ cleaned

* ASSERT macro __FILE__ __LINE__

* mtx without line/file in functions

* " if (1) {} " & "if (0) {}" and tab/white place

* LogUtils as macro

* GameState_, GameAlloc_, SystemArena_ & ZeldaArena_

* Revert "GameState_, GameAlloc_, SystemArena_ & ZeldaArena_"

This reverts commit 0d85caaf7e342648c01a15fe21e93637352dc596.

* Like last commit but as macro

* Fix matrix not using macros

* use function not macro

* DebugArena_* functions
GameAlloc_MallocDebug
BgCheck_PosErrorCheck as macros
removed issues with ; in macro file
This commit is contained in:
Baoulettes
2022-07-06 01:29:34 +02:00
committed by GitHub
parent a9c3c7541e
commit a5df9dddf0
467 changed files with 3081 additions and 3459 deletions

View File

@@ -22,7 +22,7 @@ MtxF* sMatrixStack; // "Matrix_stack"
MtxF* sCurrentMatrix; // "Matrix_now"
void Matrix_Init(GameState* gameState) {
sCurrentMatrix = GameState_Alloc(gameState, 20 * sizeof(MtxF), "../sys_matrix.c", 153);
sCurrentMatrix = GAMESTATE_ALLOC_MC(gameState, 20 * sizeof(MtxF));
sMatrixStack = sCurrentMatrix;
}
@@ -35,7 +35,7 @@ void Matrix_Push(void) {
void Matrix_Pop(void) {
FrameInterpolation_RecordMatrixPop();
sCurrentMatrix--;
ASSERT(sCurrentMatrix >= sMatrixStack, "Matrix_now >= Matrix_stack", "../sys_matrix.c", 176);
ASSERT(sCurrentMatrix >= sMatrixStack);
}
void Matrix_Get(MtxF* dest) {
@@ -556,7 +556,7 @@ Mtx* Matrix_ToMtx(Mtx* dest, char* file, s32 line) {
FrameInterpolation_RecordMatrixToMtx(dest, file, line);
guMtxF2L(Matrix_CheckFloats(sCurrentMatrix, file, line), dest);
return dest;
//return Matrix_MtxFToMtx(Matrix_CheckFloats(sCurrentMatrix, file, line), dest);
//return Matrix_MtxFToMtx(MATRIX_CHECKFLOATS(sCurrentMatrix), dest);
}
Mtx* Matrix_NewMtx(GraphicsContext* gfxCtx, char* file, s32 line) {
@@ -851,8 +851,6 @@ void Matrix_RotateAxis(f32 angle, Vec3f* axis, u8 mode) {
cmf->yy = axis->y * axis->y * rCos + cos;
cmf->zz = axis->z * axis->z * rCos + cos;
if (0) {}
temp2 = axis->x * rCos * axis->y;
temp3 = axis->z * sin;
cmf->yx = temp2 + temp3;