Add in-game player list
This commit is contained in:
parent
0d2358d4c6
commit
b5762c2446
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@ -209,19 +209,19 @@ ALIGNED8 static const u8 texture_hud_char_coin[] = {
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#include "textures/segment2/segment2.05800.rgba16.inc.c"
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};
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ALIGNED8 static const u8 texture_hud_char_mario_head[] = {
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ALIGNED8 const u8 texture_hud_char_mario_head[] = {
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#include "textures/segment2/segment2.05A00.rgba16.inc.c"
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};
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ALIGNED8 static const u8 texture_hud_char_luigi_head[] = {
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ALIGNED8 const u8 texture_hud_char_luigi_head[] = {
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#include "textures/segment2/custom_luigi_head.rgba16.inc.c"
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};
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ALIGNED8 static const u8 texture_hud_char_toad_head[] = {
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ALIGNED8 const u8 texture_hud_char_toad_head[] = {
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#include "textures/segment2/custom_toad_head.rgba16.inc.c"
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};
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ALIGNED8 static const u8 texture_hud_char_waluigi_head[] = {
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ALIGNED8 const u8 texture_hud_char_waluigi_head[] = {
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#include "textures/segment2/custom_waluigi_head.rgba16.inc.c"
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};
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@ -16,10 +16,16 @@ extern Gfx toad_player_dl_cap[];
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extern Gfx toad_player_dl_cap_decal[];
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extern Gfx waluigi_cap_seg3_dl_03022F48[];
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extern ALIGNED8 const u8 texture_hud_char_mario_head[];
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extern ALIGNED8 const u8 texture_hud_char_luigi_head[];
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extern ALIGNED8 const u8 texture_hud_char_toad_head[];
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extern ALIGNED8 const u8 texture_hud_char_waluigi_head[];
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struct Character gCharacters[CT_MAX] = {
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[CT_MARIO] = {
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.name = "Mario",
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.hudHead = ',',
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.hudHeadTexture = texture_hud_char_mario_head,
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.cameraHudHead = GLYPH_CAM_MARIO_HEAD,
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.modelId = MODEL_MARIO,
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.capModelId = MODEL_MARIOS_CAP,
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@ -80,6 +86,7 @@ struct Character gCharacters[CT_MAX] = {
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[CT_LUIGI] = {
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.name = "Luigi",
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.hudHead = '.',
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.hudHeadTexture = texture_hud_char_luigi_head,
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.cameraHudHead = GLYPH_CAM_LUIGI_HEAD,
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.modelId = MODEL_LUIGI,
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.capModelId = MODEL_LUIGIS_CAP,
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@ -140,6 +147,7 @@ struct Character gCharacters[CT_MAX] = {
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[CT_TOAD] = {
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.name = "Toad",
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.hudHead = '/',
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.hudHeadTexture = texture_hud_char_toad_head,
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.cameraHudHead = GLYPH_CAM_TOAD_HEAD,
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.modelId = MODEL_TOAD_PLAYER,
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.capModelId = MODEL_TOADS_CAP,
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@ -200,6 +208,7 @@ struct Character gCharacters[CT_MAX] = {
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[CT_WALUIGI] = {
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.name = "Waluigi",
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.hudHead = 'z',
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.hudHeadTexture = texture_hud_char_waluigi_head,
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.cameraHudHead = GLYPH_CAM_WALUIGI_HEAD,
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.modelId = MODEL_WALUIGI,
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.capModelId = MODEL_WALUIGIS_CAP,
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@ -16,6 +16,7 @@ enum CharacterType {
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struct Character {
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char* name;
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char hudHead;
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const u8* hudHeadTexture;
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u32 cameraHudHead;
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u32 modelId;
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u32 capModelId;
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@ -73,6 +73,7 @@ unsigned int configKeyStickDown[MAX_BINDS] = { 0x001F, VK_INVALID, VK_INVALID
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unsigned int configKeyStickLeft[MAX_BINDS] = { 0x001E, VK_INVALID, VK_INVALID };
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unsigned int configKeyStickRight[MAX_BINDS] = { 0x0020, VK_INVALID, VK_INVALID };
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unsigned int configKeyChat[MAX_BINDS] = { 0x001C, VK_INVALID, VK_INVALID };
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unsigned int configKeyPlayerList[MAX_BINDS] = { 0x000F, VK_INVALID, 0x1004 };
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unsigned int configStickDeadzone = 16; // 16*DEADZONE_STEP=4960 (the original default deadzone)
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unsigned int configRumbleStrength = 50;
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#ifdef EXTERNAL_DATA
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@ -141,6 +142,7 @@ static const struct ConfigOption options[] = {
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{.name = "key_stickleft", .type = CONFIG_TYPE_BIND, .uintValue = configKeyStickLeft},
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{.name = "key_stickright", .type = CONFIG_TYPE_BIND, .uintValue = configKeyStickRight},
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{.name = "key_chat", .type = CONFIG_TYPE_BIND, .uintValue = configKeyChat},
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{.name = "key_playerlist", .type = CONFIG_TYPE_BIND, .uintValue = configKeyPlayerList},
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{.name = "stick_deadzone", .type = CONFIG_TYPE_UINT, .uintValue = &configStickDeadzone},
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{.name = "rumble_strength", .type = CONFIG_TYPE_UINT, .uintValue = &configRumbleStrength},
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#ifdef EXTERNAL_DATA
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@ -42,6 +42,7 @@ extern unsigned int configKeyStickDown[];
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extern unsigned int configKeyStickLeft[];
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extern unsigned int configKeyStickRight[];
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extern unsigned int configKeyChat[];
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extern unsigned int configKeyPlayerList[];
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extern unsigned int configStickDeadzone;
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extern unsigned int configRumbleStrength;
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#ifdef EXTERNAL_DATA
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@ -152,8 +152,15 @@ static SDL_Haptic *controller_sdl_init_haptics(const int joy) {
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static inline void update_button(const int i, const bool new) {
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const bool pressed = !joy_buttons[i] && new;
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const bool unpressed = joy_buttons[i] && !new;
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joy_buttons[i] = new;
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if (pressed) last_joybutton = i;
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if (pressed) {
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last_joybutton = i;
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djui_interactable_on_key_down(VK_BASE_SDL_GAMEPAD + i);
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}
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if (unpressed) {
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djui_interactable_on_key_up(VK_BASE_SDL_GAMEPAD + i);
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}
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}
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static void controller_sdl_read(OSContPad *pad) {
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@ -2,6 +2,7 @@
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#include "../debuglog.h"
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#include "pc/cliopts.h"
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#include "game/level_update.h"
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#include "djui_panel_playerlist.h"
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static Gfx* sSavedDisplayListHead = NULL;
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@ -20,6 +21,8 @@ void djui_init(void) {
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djui_text_set_alignment(sDjuiPauseOptions, DJUI_HALIGN_CENTER, DJUI_VALIGN_CENTER);
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djui_base_set_visible(&sDjuiPauseOptions->base, false);
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djui_panel_playerlist_create(NULL);
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if (gCLIOpts.Network != NT_SERVER) {
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djui_panel_main_create(NULL);
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//djui_panel_debug_create();
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@ -43,6 +43,7 @@
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#include "djui_panel_pause.h"
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#include "djui_panel_options.h"
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#include "djui_panel_player.h"
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#include "djui_panel_playerlist.h"
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#include "djui_panel_camera.h"
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#include "djui_panel_controls.h"
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#include "djui_panel_display.h"
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@ -198,6 +198,15 @@ bool djui_interactable_on_key_down(int scancode) {
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}
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}
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if (gDjuiPlayerList != NULL) {
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for (int i = 0; i < MAX_BINDS; i++) {
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if (scancode == (int)configKeyPlayerList[i]) {
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djui_base_set_visible(&gDjuiPlayerList->base, true);
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break;
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}
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}
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}
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if (gDjuiChatBoxFocus || djui_panel_is_active()) {
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switch (scancode) {
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case SCANCODE_UP: sKeyboardHoldDirection = PAD_HOLD_DIR_UP; return true;
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@ -217,6 +226,15 @@ void djui_interactable_on_key_up(int scancode) {
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&& (sInteractableFocus->interactable != NULL)
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&& (sInteractableFocus->interactable->on_key_up != NULL);
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if (gDjuiPlayerList != NULL) {
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for (int i = 0; i < MAX_BINDS; i++) {
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if (scancode == (int)configKeyPlayerList[i]) {
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djui_base_set_visible(&gDjuiPlayerList->base, false);
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break;
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}
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}
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}
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if (keyFocused) {
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sInteractableFocus->interactable->on_key_up(sInteractableFocus, scancode);
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sKeyboardHoldDirection = PAD_HOLD_DIR_NONE;
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@ -8,7 +8,7 @@ void djui_panel_controls_value_change(UNUSED struct DjuiBase* caller) {
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}
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void djui_panel_controls_create(struct DjuiBase* caller) {
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f32 bindBodyHeight = 32 * 11 + 1 * 10;
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f32 bindBodyHeight = 32 * 12 + 1 * 11;
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f32 bodyHeight = bindBodyHeight + 16 * 3 + 32 * 2 + 64;
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struct DjuiBase* defaultBase = NULL;
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@ -22,16 +22,17 @@ void djui_panel_controls_create(struct DjuiBase* caller) {
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djui_flow_layout_set_margin(bindBody, 1);
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{
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struct DjuiBind* bind1 = djui_bind_create(&bindBody->base, "A", configKeyA);
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djui_bind_create(&bindBody->base, "B", configKeyB);
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djui_bind_create(&bindBody->base, "Start", configKeyStart);
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djui_bind_create(&bindBody->base, "L", configKeyL);
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djui_bind_create(&bindBody->base, "R", configKeyR);
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djui_bind_create(&bindBody->base, "Z", configKeyZ);
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djui_bind_create(&bindBody->base, "C Up", configKeyCUp);
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djui_bind_create(&bindBody->base, "C Down", configKeyCDown);
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djui_bind_create(&bindBody->base, "C Left", configKeyCLeft);
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djui_bind_create(&bindBody->base, "C Right", configKeyCRight);
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djui_bind_create(&bindBody->base, "Chat", configKeyChat);
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djui_bind_create(&bindBody->base, "B", configKeyB);
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djui_bind_create(&bindBody->base, "Start", configKeyStart);
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djui_bind_create(&bindBody->base, "L", configKeyL);
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djui_bind_create(&bindBody->base, "R", configKeyR);
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djui_bind_create(&bindBody->base, "Z", configKeyZ);
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djui_bind_create(&bindBody->base, "C Up", configKeyCUp);
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djui_bind_create(&bindBody->base, "C Down", configKeyCDown);
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djui_bind_create(&bindBody->base, "C Left", configKeyCLeft);
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djui_bind_create(&bindBody->base, "C Right", configKeyCRight);
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djui_bind_create(&bindBody->base, "Chat", configKeyChat);
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djui_bind_create(&bindBody->base, "Player List", configKeyPlayerList);
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defaultBase = &bind1->buttons[0]->base;
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}
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@ -0,0 +1,218 @@
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#include <string.h>
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#include "pc/network/network.h"
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#include "djui.h"
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#include "djui_panel_playerlist.h"
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#include "src/pc/utils/misc.h"
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#include "src/pc/configfile.h"
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#include "game/mario_misc.h"
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struct DjuiThreePanel* gDjuiPlayerList = NULL;
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static struct DjuiFlowLayout* djuiRow[MAX_PLAYERS] = { 0 };
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static struct DjuiImage* djuiImages[MAX_PLAYERS] = { 0 };
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static struct DjuiText* djuiTextNames[MAX_PLAYERS] = { 0 };
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static struct DjuiText* djuiTextLocations[MAX_PLAYERS] = { 0 };
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extern u8 seg2_course_name_table[];
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extern u8 seg2_act_name_table[];
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static char stage[188];
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static char act[188];
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static const char charset[0xFF + 1] = {
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 7
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' ', ' ', 'a', 'b', 'c', 'd', 'e', 'f', // 15
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'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', // 23
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'o', 'p', 'q', 'r', 's', 't', 'u', 'v', // 31
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'w', 'x', 'y', 'z', ' ', ' ', ' ', ' ', // 39
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 49
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 55
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' ', ' ', ' ', ' ', ' ', ' ', '\'', ' ', // 63
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 71
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 79
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 87
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 95
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 103
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ',', // 111
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 119
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 127
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 135
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 143
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 151
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' ', ' ', ' ', ' ', ' ', ' ', ' ', '-', // 159
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 167
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 175
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 183
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 192
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 199
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 207
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 215
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 223
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 231
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', // 239
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' ', ' ', '!', ' ', ' ', ' ', ' ', ' ', // 247
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ' // 255
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};
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static void convert_string(const u8* str, char* output) {
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s32 strPos = 0;
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bool capitalizeChar = true;
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while (str[strPos] != 0xFF) {
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if (str[strPos] < 0xFF) {
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output[strPos] = charset[str[strPos]];
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// if the char is a letter we can capatalize it
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if (capitalizeChar && 0x0A <= str[strPos] && str[strPos] <= 0x23) {
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output[strPos] -= ('a' - 'A');
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capitalizeChar = false;
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}
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}
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else {
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output[strPos] = ' ';
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}
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// decide if the next character should be capitalized
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switch (output[strPos]) {
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case ' ':
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//if (str[strPos] != 158)
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//fprintf(stdout, "Unknown Character (%i)\n", str[strPos]); // inform that an unknown char was found
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case '-':
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capitalizeChar = true;
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break;
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default:
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capitalizeChar = false;
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break;
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}
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strPos++;
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}
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output[strPos] = '\0';
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}
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static void set_details(s16 courseNum, s16 levelNum, s16 areaIndex) {
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// overrides for castle locations
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if (courseNum == 0 && levelNum == 16) {
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strcpy(stage, "Castle Grounds");
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return;
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}
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if (courseNum == 0 && levelNum == 6) {
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if (areaIndex == 1) {
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strcpy(stage, "Castle Main Floor");
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return;
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} else if (areaIndex == 2) {
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strcpy(stage, "Castle Upper Floor");
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return;
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} else if (areaIndex == 3) {
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strcpy(stage, "Castle Basement");
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return;
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}
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}
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if (courseNum == 0 && levelNum == 26) {
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strcpy(stage, "Castle Courtyard");
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return;
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}
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// If we are in in Course 0 we are in the castle which doesn't have a string
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if (courseNum) {
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void** courseNameTbl;
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#ifndef VERSION_EU
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courseNameTbl = segmented_to_virtual(seg2_course_name_table);
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#else
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switch (gInGameLanguage) {
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case LANGUAGE_ENGLISH:
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courseNameTbl = segmented_to_virtual(course_name_table_eu_en);
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break;
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case LANGUAGE_FRENCH:
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courseNameTbl = segmented_to_virtual(course_name_table_eu_fr);
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break;
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case LANGUAGE_GERMAN:
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courseNameTbl = segmented_to_virtual(course_name_table_eu_de);
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break;
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}
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#endif
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u8* courseName = segmented_to_virtual(courseNameTbl[courseNum - 1]);
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convert_string(&courseName[3], stage);
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} else {
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strcpy(stage, "Peach's Castle");
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}
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}
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static void playerlist_update_row(u8 i, struct NetworkPlayer* np) {
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u8 charIndex = np->modelIndex;
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if (charIndex >= CT_MAX) { charIndex = 0; }
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djuiImages[i]->texture = gCharacters[charIndex].hudHeadTexture;
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set_details(np->currCourseNum, np->currLevelNum, np->currAreaIndex);
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djui_base_set_visible(&djuiRow[i]->base, np->connected);
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u8* rgb = get_player_color(np->paletteIndex, 0);
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djui_base_set_color(&djuiTextNames[i]->base, rgb[0], rgb[1], rgb[2], 255);
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djui_text_set_text(djuiTextNames[i], np->name);
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djui_text_set_text(djuiTextLocations[i], stage);
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}
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void djui_panel_playerlist_on_render_pre(UNUSED struct DjuiBase* base, UNUSED bool* skipRender) {
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int j = 0;
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for (int i = 0; i < MAX_PLAYERS; i++) {
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struct NetworkPlayer* np = &gNetworkPlayers[i];
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if (!np->connected) { continue; }
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playerlist_update_row(j++, np);
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}
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while (j < MAX_PLAYERS) {
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djui_base_set_visible(&djuiRow[j]->base, false);
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j++;
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}
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}
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void djui_panel_playerlist_create(UNUSED struct DjuiBase* caller) {
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f32 bodyHeight = (MAX_PLAYERS * 32) + (MAX_PLAYERS - 1) * 4;
|
||||
|
||||
struct DjuiThreePanel* panel = djui_panel_menu_create(bodyHeight, "\\#ff0800\\P\\#1be700\\L\\#00b3ff\\A\\#ffef00\\Y\\#ff0800\\E\\#1be700\\R\\#00b3ff\\S");
|
||||
gDjuiPlayerList = panel;
|
||||
panel->base.on_render_pre = djui_panel_playerlist_on_render_pre;
|
||||
djui_base_set_alignment(&panel->base, DJUI_HALIGN_CENTER, DJUI_VALIGN_CENTER);
|
||||
djui_base_set_size_type(&panel->base, DJUI_SVT_ABSOLUTE, DJUI_SVT_ABSOLUTE);
|
||||
djui_base_set_size(&panel->base, 580, bodyHeight + (32 + 16) + 32 + 32);
|
||||
djui_base_set_visible(&panel->base, false);
|
||||
struct DjuiFlowLayout* body = (struct DjuiFlowLayout*)djui_three_panel_get_body(panel);
|
||||
djui_flow_layout_set_margin(body, 4);
|
||||
|
||||
for (int i = 0; i < MAX_PLAYERS; i++) {
|
||||
struct DjuiFlowLayout* row = djui_flow_layout_create(&body->base);
|
||||
djui_base_set_size_type(&row->base, DJUI_SVT_RELATIVE, DJUI_SVT_ABSOLUTE);
|
||||
djui_base_set_size(&row->base, 1.0f, 32.0f);
|
||||
int v = (i % 2) ? 16 : 32;
|
||||
djui_base_set_color(&row->base, v, v, v, 128);
|
||||
djui_flow_layout_set_flow_direction(row, DJUI_FLOW_DIR_RIGHT);
|
||||
djui_flow_layout_set_margin(row, 8);
|
||||
djui_base_set_visible(&row->base, false);
|
||||
djuiRow[i] = row;
|
||||
|
||||
extern ALIGNED8 const u8 texture_hud_char_mario_head[];
|
||||
struct DjuiImage* i1 = djui_image_create(&row->base, texture_hud_char_mario_head, 16, 16, 8);
|
||||
djui_base_set_size(&i1->base, 32, 32);
|
||||
djuiImages[i] = i1;
|
||||
|
||||
int t = 220;
|
||||
struct DjuiText* t2 = djui_text_create(&row->base, "name");
|
||||
djui_base_set_size_type(&t2->base, DJUI_SVT_ABSOLUTE, DJUI_SVT_ABSOLUTE);
|
||||
djui_base_set_size(&t2->base, 180, 32.0f);
|
||||
djui_base_set_color(&t2->base, t, t, t, 255);
|
||||
djuiTextNames[i] = t2;
|
||||
|
||||
struct DjuiText* t3 = djui_text_create(&row->base, "location");
|
||||
djui_base_set_size_type(&t3->base, DJUI_SVT_ABSOLUTE, DJUI_SVT_ABSOLUTE);
|
||||
djui_base_set_size(&t3->base, 300, 32.0f);
|
||||
djui_base_set_color(&t3->base, t, t, t, 255);
|
||||
djui_text_set_alignment(t3, DJUI_HALIGN_RIGHT, DJUI_VALIGN_TOP);
|
||||
djuiTextLocations[i] = t3;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,6 @@
|
|||
#pragma once
|
||||
#include "djui.h"
|
||||
|
||||
extern struct DjuiThreePanel* gDjuiPlayerList;
|
||||
|
||||
void djui_panel_playerlist_create(UNUSED struct DjuiBase* caller);
|
|
@ -12,6 +12,11 @@ static u8 sSavedA = 0;
|
|||
////////////////
|
||||
|
||||
void djui_text_set_text(struct DjuiText* text, const char* message) {
|
||||
// validate that the text needs to change
|
||||
if (text->message != NULL && strcmp(text->message, message) == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
// deallocate old message
|
||||
if (text->message != NULL) {
|
||||
free(text->message);
|
||||
|
|
Loading…
Reference in New Issue