static void action_delete_system_save_data_update(ui_view* view, void* data, float* progress, char* progressText) { delete_system_save_data_data* deleteData = (delete_system_save_data_data*) data; FS_SystemSaveDataInfo sysInfo = {.mediaType = MEDIATYPE_NAND, .saveId = deleteData->info->systemSaveDataId}; Result res = FSUSER_DeleteSystemSaveData(sysInfo); progressbar_destroy(view); ui_pop(); if(R_FAILED(res)) { error_display_res(deleteData->info, ui_draw_system_save_data_info, res, "Failed to delete system save data."); } else { *deleteData->populated = false; ui_push(prompt_create("Success", "System save data deleted.", COLOR_TEXT, false, deleteData->info, NULL, ui_draw_system_save_data_info, action_delete_system_save_data_success_onresponse)); } free(data); } static void action_delete_system_save_data_onresponse(ui_view* view, void* data, bool response) { prompt_destroy(view); if(response) { ui_push(progressbar_create("Deleting System Save Data", "", data, action_delete_system_save_data_update, action_delete_system_save_data_draw_top)); } else { free(data); } }
int melee_init(scene *scene) { char bitmap[51*36*4]; memset(&bitmap, 255, 51*36*4); ticks = 0; pulsedir = 0; selection = 0; row_a = 0; column_a = 0; row_b = 0; column_b = 4; done_a = 0; done_b = 0; for(int i = 0; i < 10; i++) { players[i].sprite = scene->bk->anims[3]->animation->sprites[i]; DEBUG("found sprite %d x %d at %d, %d", players[i].sprite->img->w, players[i].sprite->img->h, players[i].sprite->pos_x, players[i].sprite->pos_y); players_big[i].sprite = scene->bk->anims[4]->animation->sprites[i]; int row = i / 5; int col = i % 5; sd_rgba_image * out = sub_sprite(scene->bk->anims[1]->animation->sprites[0], scene->bk->palettes[0], (62*col), (42*row), 51, 36); texture_create(&harportraits[i], out->data, 51, 36); sd_rgba_image_delete(out); } menu_background2_create(&feh, 90, 61); menu_background2_create(&bleh, 160, 43); texture_create(&select_hilight, bitmap, 51, 36); // set up the magic controller hooks if (scene->player1.ctrl->type == CTRL_TYPE_NETWORK) { controller_add_hook(scene->player2.ctrl, scene->player1.ctrl, scene->player1.ctrl->controller_hook); } if (scene->player2.ctrl->type == CTRL_TYPE_NETWORK) { controller_add_hook(scene->player1.ctrl, scene->player2.ctrl, scene->player2.ctrl->controller_hook); } const color bar_color = color_create(0, 190, 0, 255); const color bar_bg_color = color_create(80, 220, 80, 0); const color bar_border_color = color_create(0, 96, 0, 255); const color bar_top_left_border_color = color_create(0, 255, 0, 255); const color bar_bottom_right_border_color = color_create(0, 125, 0, 255); progressbar_create(&bar_power[0], 74, 12, 20*4, 8, bar_border_color, bar_border_color, bar_bg_color, bar_top_left_border_color, bar_bottom_right_border_color, bar_color, PROGRESSBAR_LEFT); progressbar_create(&bar_agility[0], 74, 30, 20*4, 8, bar_border_color, bar_border_color, bar_bg_color, bar_top_left_border_color, bar_bottom_right_border_color, bar_color, PROGRESSBAR_LEFT); progressbar_create(&bar_endurance[0], 74, 48, 20*4, 8, bar_border_color, bar_border_color, bar_bg_color, bar_top_left_border_color, bar_bottom_right_border_color, bar_color, PROGRESSBAR_LEFT); progressbar_create(&bar_power[1], 320-66-feh.w, 12, 20*4, 8, bar_border_color, bar_border_color, bar_bg_color, bar_top_left_border_color, bar_bottom_right_border_color, bar_color, PROGRESSBAR_LEFT); progressbar_create(&bar_agility[1], 320-66-feh.w, 30, 20*4, 8, bar_border_color, bar_border_color, bar_bg_color, bar_top_left_border_color, bar_bottom_right_border_color, bar_color, PROGRESSBAR_LEFT); progressbar_create(&bar_endurance[1], 320-66-feh.w, 48, 20*4, 8, bar_border_color, bar_border_color, bar_bg_color, bar_top_left_border_color, bar_bottom_right_border_color, bar_color, PROGRESSBAR_LEFT); for(int i = 0;i < 2;i++) { progressbar_set(&bar_power[i], 50); progressbar_set(&bar_agility[i], 50); progressbar_set(&bar_endurance[i], 50); } refresh_pilot_stats(); memset(&harplayer_a, 0, sizeof(harplayer_a)); memset(&harplayer_b, 0, sizeof(harplayer_b)); // All done return 0; }
int melee_create(scene *scene) { char bitmap[51*36*4]; // Init local data melee_local *local = malloc(sizeof(melee_local)); memset(local, 0, sizeof(melee_local)); scene_set_userdata(scene, local); game_player *player1 = game_state_get_player(scene->gs, 0); game_player *player2 = game_state_get_player(scene->gs, 1); controller *player1_ctrl = game_player_get_ctrl(player1); controller *player2_ctrl = game_player_get_ctrl(player2); palette *mpal = video_get_base_palette(); palette_set_player_color(mpal, 0, 8, 0); palette_set_player_color(mpal, 0, 8, 1); palette_set_player_color(mpal, 0, 8, 2); video_force_pal_refresh(); memset(&bitmap, 255, 51*36*4); local->ticks = 0; local->pulsedir = 0; local->selection = 0; local->row_a = 0; local->column_a = 0; local->row_b = 0; local->column_b = 4; local->done_a = 0; local->done_b = 0; menu_background2_create(&local->feh, 90, 61); menu_background2_create(&local->bleh, 160, 43); surface_create_from_data(&local->select_hilight, SURFACE_TYPE_RGBA, 51, 36, bitmap); // set up the magic controller hooks if(player1_ctrl && player2_ctrl) { if(player1_ctrl->type == CTRL_TYPE_NETWORK) { controller_add_hook(player2_ctrl, player1_ctrl, player1_ctrl->controller_hook); } if (player2_ctrl->type == CTRL_TYPE_NETWORK) { controller_add_hook(player1_ctrl, player2_ctrl, player2_ctrl->controller_hook); } } animation *ani; sprite *spr; for(int i = 0; i < 10; i++) { ani = &bk_get_info(&scene->bk_data, 3)->ani; object_create(&local->pilots[i], scene->gs, vec2i_create(0,0), vec2f_create(0, 0)); object_set_animation(&local->pilots[i], ani); object_select_sprite(&local->pilots[i], i); ani = &bk_get_info(&scene->bk_data, 18+i)->ani; object_create(&local->har_player1[i], scene->gs, vec2i_create(110,95), vec2f_create(0, 0)); object_set_animation(&local->har_player1[i], ani); object_select_sprite(&local->har_player1[i], 0); object_set_repeat(&local->har_player1[i], 1); int row = i / 5; int col = i % 5; spr = sprite_copy(animation_get_sprite(&bk_get_info(&scene->bk_data, 1)->ani, 0)); mask_sprite(spr->data, 62*col, 42*row, 51, 36); ani = create_animation_from_single(spr, spr->pos); object_create(&local->harportraits_player1[i], scene->gs, vec2i_create(0, 0), vec2f_create(0, 0)); object_set_animation(&local->harportraits_player1[i], ani); object_select_sprite(&local->harportraits_player1[i], 0); object_set_animation_owner(&local->harportraits_player1[i], OWNER_OBJECT); if (player2->selectable) { spr = sprite_copy(animation_get_sprite(&bk_get_info(&scene->bk_data, 1)->ani, 0)); mask_sprite(spr->data, 62*col, 42*row, 51, 36); ani = create_animation_from_single(spr, spr->pos); object_create(&local->harportraits_player2[i], scene->gs, vec2i_create(0, 0), vec2f_create(0, 0)); object_set_animation(&local->harportraits_player2[i], ani); object_select_sprite(&local->harportraits_player2[i], 0); object_set_animation_owner(&local->harportraits_player2[i], OWNER_OBJECT); object_set_pal_offset(&local->harportraits_player2[i], 48); ani = &bk_get_info(&scene->bk_data, 18+i)->ani; object_create(&local->har_player2[i], scene->gs, vec2i_create(210,95), vec2f_create(0, 0)); object_set_animation(&local->har_player2[i], ani); object_select_sprite(&local->har_player2[i], 0); object_set_repeat(&local->har_player2[i], 1); object_set_direction(&local->har_player2[i], OBJECT_FACE_LEFT); object_set_pal_offset(&local->har_player2[i], 48); } } ani = &bk_get_info(&scene->bk_data, 4)->ani; object_create(&local->bigportrait1, scene->gs, vec2i_create(0,0), vec2f_create(0, 0)); object_set_animation(&local->bigportrait1, ani); object_select_sprite(&local->bigportrait1, 0); if (player2->selectable) { object_create(&local->bigportrait2, scene->gs, vec2i_create(320,0), vec2f_create(0, 0)); object_set_animation(&local->bigportrait2, ani); object_select_sprite(&local->bigportrait2, 4); object_set_direction(&local->bigportrait2, OBJECT_FACE_LEFT); } ani = &bk_get_info(&scene->bk_data, 5)->ani; object_create(&local->player2_placeholder, scene->gs, vec2i_create(0,0), vec2f_create(0, 0)); object_set_animation(&local->player2_placeholder, ani); if (player2->selectable) { object_select_sprite(&local->player2_placeholder, 0); } else { object_select_sprite(&local->player2_placeholder, 1); } spr = sprite_copy(animation_get_sprite(&bk_get_info(&scene->bk_data, 1)->ani, 0)); surface_convert_to_rgba(spr->data, video_get_pal_ref(), 0); ani = create_animation_from_single(spr, spr->pos); object_create(&local->unselected_har_portraits, scene->gs, vec2i_create(0,0), vec2f_create(0, 0)); object_set_animation(&local->unselected_har_portraits, ani); object_select_sprite(&local->unselected_har_portraits, 0); object_set_animation_owner(&local->unselected_har_portraits, OWNER_OBJECT); for(int i = 0; i < 2; i++) { local->bar_power[i] = progressbar_create(PROGRESSBAR_THEME_MELEE, PROGRESSBAR_LEFT, 50); local->bar_agility[i] = progressbar_create(PROGRESSBAR_THEME_MELEE, PROGRESSBAR_LEFT, 50); local->bar_endurance[i] = progressbar_create(PROGRESSBAR_THEME_MELEE, PROGRESSBAR_LEFT, 50); } component_layout(local->bar_power[0], 74, 12, 20*4, 8); component_layout(local->bar_agility[0], 74, 30, 20*4, 8); component_layout(local->bar_endurance[0], 74, 48, 20*4, 8); component_layout(local->bar_power[1], 320-66-local->feh.w, 12, 20*4, 8); component_layout(local->bar_agility[1], 320-66-local->feh.w, 30, 20*4, 8); component_layout(local->bar_endurance[1], 320-66-local->feh.w, 48, 20*4, 8); refresh_pilot_stats(local); // initialize nova selection cheat memset(local->har_selected, 0, sizeof(local->har_selected)); memset(local->katana_down_count, 0, sizeof(local->katana_down_count)); // Set callbacks scene_set_input_poll_cb(scene, melee_input_tick); scene_set_render_cb(scene, melee_render); scene_set_free_cb(scene, melee_free); scene_set_dynamic_tick_cb(scene, melee_tick); // Play correct music music_play(PSM_MENU); // Pick renderer video_select_renderer(VIDEO_RENDERER_HW); // All done return 0; }