is_transition_playing() (#171)

Can be useful for people making HUD mods or anything like that.
This commit is contained in:
Agent X 2022-08-25 20:42:30 -04:00 committed by GitHub
parent 4824d2b191
commit 916d59e9b5
6 changed files with 51 additions and 0 deletions

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@ -7750,6 +7750,11 @@ function is_game_paused()
-- ...
end
--- @return boolean
function is_transition_playing()
-- ...
end
--- @param name string
--- @param level integer
--- @param area integer

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@ -7042,6 +7042,24 @@
<br />
## [is_transition_playing](#is_transition_playing)
### Lua Example
`local booleanValue = is_transition_playing()`
### Parameters
- None
### Returns
- `boolean`
### C Prototype
`bool is_transition_playing(void);`
[:arrow_up_small:](#)
<br />
## [movtexqc_register](#movtexqc_register)
### Lua Example

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@ -1443,6 +1443,7 @@
- [hud_set_value](functions-4.md#hud_set_value)
- [hud_show](functions-4.md#hud_show)
- [is_game_paused](functions-4.md#is_game_paused)
- [is_transition_playing](functions-4.md#is_transition_playing)
- [movtexqc_register](functions-4.md#movtexqc_register)
- [play_transition](functions-4.md#play_transition)
- [save_file_set_using_backup_slot](functions-4.md#save_file_set_using_backup_slot)

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@ -17046,6 +17046,15 @@ int smlua_func_is_game_paused(UNUSED lua_State* L) {
return 1;
}
int smlua_func_is_transition_playing(UNUSED lua_State* L) {
if(!smlua_functions_valid_param_count(L, 0)) { return 0; }
lua_pushboolean(L, is_transition_playing());
return 1;
}
int smlua_func_movtexqc_register(lua_State* L) {
if(!smlua_functions_valid_param_count(L, 4)) { return 0; }
@ -19476,6 +19485,7 @@ void smlua_bind_functions_autogen(void) {
smlua_bind_function(L, "hud_set_value", smlua_func_hud_set_value);
smlua_bind_function(L, "hud_show", smlua_func_hud_show);
smlua_bind_function(L, "is_game_paused", smlua_func_is_game_paused);
smlua_bind_function(L, "is_transition_playing", smlua_func_is_transition_playing);
smlua_bind_function(L, "movtexqc_register", smlua_func_movtexqc_register);
smlua_bind_function(L, "play_transition", smlua_func_play_transition);
smlua_bind_function(L, "save_file_set_using_backup_slot", smlua_func_save_file_set_using_backup_slot);

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@ -273,6 +273,12 @@ bool is_game_paused(void) {
///
bool is_transition_playing(void) {
return sTransitionUpdate != NULL || gWarpTransition.isActive;
}
///
u32 allocate_mario_action(u32 actFlags) {
actFlags = actFlags & (~((u32)0x3F));
return actFlags | ACT_FLAG_CUSTOM_ACTION | gLuaMarioActionIndex++;
@ -313,6 +319,8 @@ void movtexqc_register(const char* name, s16 level, s16 area, s16 type) {
dynos_movtexqc_register(name, level, area, type);
}
///
f32 get_environment_region(u8 index) {
if (gEnvironmentRegions != NULL && index <= gEnvironmentRegions[0]) {
return gEnvironmentRegions[6 * (int)index];
@ -320,20 +328,28 @@ f32 get_environment_region(u8 index) {
return -11000;
}
///
void set_environment_region(u8 index, s32 value) {
if (gEnvironmentRegions != NULL && index <= gEnvironmentRegions[0]) {
gEnvironmentRegions[6 * (int)index] = value;
}
}
///
void set_override_fov(f32 fov) {
gOverrideFOV = fov;
}
///
void set_override_near(f32 near) {
gOverrideNear = near;
}
///
void set_override_far(f32 far) {
gOverrideFar = far;
}

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@ -62,6 +62,7 @@ void camera_config_set_pan_level(u32 value);
void camera_config_set_deceleration(u32 value);
bool is_game_paused(void);
bool is_transition_playing(void);
s16 get_dialog_id(void);