/* * User Cheats Game Selection Menu */ void Draw_UserCheatsMenu_Ani() { int c = 0, w = 0, h = 0; int div = 12, max = MENU_ANI_MAX, ani = 0; for (ani = 0; ani < max; ani++) { tiny3d_Clear(0xff000000, TINY3D_CLEAR_ALL); tiny3d_AlphaTest(1, 0x0, TINY3D_ALPHA_FUNC_GEQUAL); tiny3d_BlendFunc(1, TINY3D_BLEND_FUNC_SRC_RGB_SRC_ALPHA | TINY3D_BLEND_FUNC_SRC_ALPHA_SRC_ALPHA, 0x00000303 | 0x00000000, TINY3D_BLEND_RGB_FUNC_ADD | TINY3D_BLEND_ALPHA_FUNC_ADD); tiny3d_Project2D(); u8 icon_a = (u8)(((ani * 2) > 0xFF) ? 0xFF : (ani * 2)); DrawHeader_Ani(menu_textures[header_ico_cht_png_index], "Cheats", "User List", 0x00000000, 0xffffffff, ani, div); int _game_a = (int)(icon_a - (max / 2)) * 2; if (_game_a > 0xFF) _game_a = 0xFF; u8 game_a = (u8)(_game_a < 0 ? 0 : _game_a); DrawGameList(menu_old_sel[1], user_game_list, user_game_count, game_a); tiny3d_Flip(); if (_game_a == 0xFF) return; } }
s32 main(s32 argc, const char* argv[]) { padInfo padinfo; padData paddata; int i; tiny3d_Init(1024*1024); ioPadInit(7); // Load texture LoadTexture(); // Ok, everything is setup. Now for the main loop. while(1) { /* DRAWING STARTS HERE */ // clear the screen, buffer Z and initializes environment to 2D tiny3d_Clear(0xff000000, TINY3D_CLEAR_ALL); // Enable alpha Test tiny3d_AlphaTest(1, 0x10, TINY3D_ALPHA_FUNC_GEQUAL); // Enable alpha blending. tiny3d_BlendFunc(1, TINY3D_BLEND_FUNC_SRC_RGB_SRC_ALPHA | TINY3D_BLEND_FUNC_SRC_ALPHA_SRC_ALPHA, TINY3D_BLEND_FUNC_DST_RGB_ONE_MINUS_SRC_ALPHA | TINY3D_BLEND_FUNC_DST_ALPHA_ZERO, TINY3D_BLEND_RGB_FUNC_ADD | TINY3D_BLEND_ALPHA_FUNC_ADD); // Check the pads. ioPadGetInfo(&padinfo); for(i = 0; i < MAX_PADS; i++){ if(padinfo.status[i]){ ioPadGetData(i, &paddata); if(paddata.BTN_CROSS){ return 0; } } } drawScene(); // Draw /* DRAWING FINISH HERE */ tiny3d_Flip(); } return 0; }
void Draw_CheatsMenu_Options_Ani_Exit(void) { int c = 0, w = 0, h = 0; int div = 12, max = MENU_ANI_MAX, ani = 0, left = MENU_SPLIT_OFF; for (ani = max - 1; ani >= 0; ani--) { tiny3d_Clear(0xff000000, TINY3D_CLEAR_ALL); tiny3d_AlphaTest(1, 0x0, TINY3D_ALPHA_FUNC_GEQUAL); tiny3d_BlendFunc(1, TINY3D_BLEND_FUNC_SRC_RGB_SRC_ALPHA | TINY3D_BLEND_FUNC_SRC_ALPHA_SRC_ALPHA, 0x00000303 | 0x00000000, TINY3D_BLEND_RGB_FUNC_ADD | TINY3D_BLEND_ALPHA_FUNC_ADD); tiny3d_Project2D(); u8 icon_a = (u8)((int)(((848 - left) / 848.0) * 255.0)); left = MENU_SPLIT_OFF + ((max - ani) * div * 3); if (left > 848) left = 848; u8 rgbVal = 0xFF; rgbVal -= (u8)((848 - left) / div); if (rgbVal < 0xD0) rgbVal = 0xD0; Draw_CheatsMenu_Selection(menu_old_sel[5], (rgbVal << 24) | (rgbVal << 16) | (rgbVal << 8) | 0xFF); DrawTexture(menu_textures[edit_shadow_png_index], left - (menu_textures[edit_shadow_png_index].texture.width * 1) + 1, -marginVertical, 0, menu_textures[edit_shadow_png_index].texture.width, 512 + (marginVertical * 2), icon_a); DrawHeader(menu_textures[header_ico_opt_png_index], left, "Cheat Option", selected_centry.name, 0x00000000 | icon_a, 0xffffffff, 1); int _game_a = (int)(icon_a - (max / 2)) * 2; if (_game_a > 0xFF) _game_a = 0xFF; u8 game_a = (u8)(_game_a < 0 ? 0 : _game_a); //DrawOptions(selected_centry.options[option_index], game_a, 18, menu_old_sel[7]); //DrawScrollBar2(menu_old_sel[7], selected_centry.options[option_index].size, 18, 700, game_a); tiny3d_Flip(); if (left == 848) return; } }
void Draw_CheatsMenu_View_Ani(void) { int c = 0, w = 0, h = 0; int div = 12, max = MENU_ANI_MAX, ani = 0, left = MENU_SPLIT_OFF; for (ani = 0; ani < max; ani++) { tiny3d_Clear(0xff000000, TINY3D_CLEAR_ALL); tiny3d_AlphaTest(1, 0x0, TINY3D_ALPHA_FUNC_GEQUAL); tiny3d_BlendFunc(1, TINY3D_BLEND_FUNC_SRC_RGB_SRC_ALPHA | TINY3D_BLEND_FUNC_SRC_ALPHA_SRC_ALPHA, 0x00000303 | 0x00000000, TINY3D_BLEND_RGB_FUNC_ADD | TINY3D_BLEND_ALPHA_FUNC_ADD); tiny3d_Project2D(); u8 icon_a = (u8)(((ani * 4 + 0x40) > 0xFF) ? 0xFF : (ani * 4 + 0x40)); left = 848 - (ani * div * 3); if (left < MENU_SPLIT_OFF) left = MENU_SPLIT_OFF; u8 rgbVal = 0xFF; rgbVal -= (u8)((848 - left) / div); if (rgbVal < 0xD0) rgbVal = 0xD0; Draw_CheatsMenu_Selection(menu_sel, (rgbVal << 24) | (rgbVal << 16) | (rgbVal << 8) | 0xFF); DrawTexture(menu_textures[edit_shadow_png_index], left - (menu_textures[edit_shadow_png_index].texture.width * 1) + 1, -marginVertical, 0, menu_textures[edit_shadow_png_index].texture.width, 512 + (marginVertical * 2), icon_a); DrawHeader(menu_textures[header_ico_opt_png_index], left, "Cheat View", selected_centry.name, 0x00000000 | icon_a, 0xffffffff, 1); u8 game_a = (u8)(icon_a < 0x8F ? 0 : icon_a); int nlines = DrawCodes(selected_centry, game_a, 20, left, menu_old_sel[6]); DrawScrollBar(menu_old_sel[6], nlines, 20, 800, game_a); tiny3d_Flip(); if ((848 - (ani * div * 3)) < (MENU_SPLIT_OFF / 2)) return; } }
s32 main(s32 argc, const char* argv[]) { PadInfo padinfo; PadData paddata; int i; int frame = 0; tiny3d_Init(1024*1024); ioPadInit(7); SysLoadModule(SYSMODULE_PNGDEC); atexit(exiting); // Tiny3D register the event 3 and do exit() call when you exit to the menu // Load texture LoadTexture(); // Ok, everything is setup. Now for the main loop. while(1) { /* DRAWING STARTS HERE */ // clear the screen, buffer Z and initializes environment to 2D tiny3d_Clear(0xff000000, TINY3D_CLEAR_ALL); // Enable alpha Test tiny3d_AlphaTest(1, 0x10, TINY3D_ALPHA_FUNC_GEQUAL); // Enable alpha blending. tiny3d_BlendFunc(1, TINY3D_BLEND_FUNC_SRC_RGB_SRC_ALPHA | TINY3D_BLEND_FUNC_SRC_ALPHA_SRC_ALPHA, NV30_3D_BLEND_FUNC_DST_RGB_ONE_MINUS_SRC_ALPHA | NV30_3D_BLEND_FUNC_DST_ALPHA_ZERO, TINY3D_BLEND_RGB_FUNC_ADD | TINY3D_BLEND_ALPHA_FUNC_ADD); drawScene(frame); frame++; // Check the pads. ioPadGetInfo(&padinfo); for(i = 0; i < MAX_PADS; i++){ if(padinfo.status[i]){ ioPadGetData(i, &paddata); if(paddata.BTN_CROSS){ return 0; } } } /* DRAWING FINISH HERE */ tiny3d_Flip(); } return 0; }
s32 main(s32 argc, const char* argv[]) { tiny3d_Init(1024*1024); ioPadInit(7); atexit(exiting); // Tiny3D register the event 3 and do exit() call when you exit to the menu // Load texture LoadTexture(); // Ok, everything is setup. Now for the main loop. while(1) { static long frame_count = 0; /* DRAWING STARTS HERE */ // clear the screen, buffer Z and initializes environment to 2D double sx = (double) Video_Resolution.width; double sy = (double) Video_Resolution.height; double px = (double) (1000 + videoscale_x)/1000.0; double py = (double) (1000 + videoscale_y)/1000.0; tiny3d_UserViewport(1, (float) ((sx - sx * px) / 2.0), // 2D position (float) ((sy - sy * py) / 2.0), (float) ((sx * px) / 848.0), // 2D scale (float) ((sy * py) / 512.0), (((float) Video_Resolution.width) / 1920.0f) * (float) (1000 + videoscale_x)/1000.0f, // 3D scale (((float) Video_Resolution.height) / 1080.0f) * (float) (1000 + videoscale_y)/1000.0f); tiny3d_Clear(0xff000000, TINY3D_CLEAR_ALL); // Enable alpha Test tiny3d_AlphaTest(1, 0x10, TINY3D_ALPHA_FUNC_GEQUAL); // Enable alpha blending. tiny3d_BlendFunc(1, TINY3D_BLEND_FUNC_SRC_RGB_SRC_ALPHA | TINY3D_BLEND_FUNC_SRC_ALPHA_SRC_ALPHA, TINY3D_BLEND_FUNC_DST_RGB_ONE_MINUS_SRC_ALPHA | TINY3D_BLEND_FUNC_DST_ALPHA_ZERO, TINY3D_BLEND_RGB_FUNC_ADD | TINY3D_BLEND_ALPHA_FUNC_ADD); ps3pad_read(); if(!(frame_count & 3)) { if(old_pad & BUTTON_UP) {if(videoscale_y > -179) videoscale_y--;} if(old_pad & BUTTON_DOWN) {if(videoscale_y < 10) videoscale_y++;} if(old_pad & BUTTON_LEFT) {if(videoscale_x > -199) videoscale_x--;} if(old_pad & BUTTON_RIGHT) {if(videoscale_x < 10) videoscale_x++;} } if(new_pad & BUTTON_CROSS) break; drawScene(); // Draw /* DRAWING FINISH HERE */ tiny3d_Flip(); frame_count++; } return 0; }
s32 main(s32 argc, const char* argv[]) { PadInfo padinfo; PadData paddata; int i; tiny3d_Init(1024*1024); ioPadInit(7); SysLoadModule(SYSMODULE_PNGDEC); // Load texture LoadTexture(); /* data for the ghost */ ghost[0].x = 0.0f; ghost[0].y = 0.0f; ghost[0].dx = 1.5f; ghost[0].dy = 1.5f; ghost[0].frame = 0; ghost[0].color = 0xffffff80; ghost[1].x = (847.0f - 64.0f); ghost[1].y = 0.0f; ghost[1].dx = -1.5f; ghost[1].dy = 1.5f; ghost[1].frame = 0; ghost[1].color = 0x8f8fff80; ghost[2].x = 0.0f; ghost[2].y = (511.0f - 64.0f); ghost[2].dx = 1.5f; ghost[2].dy = -1.5f; ghost[2].frame = 0; ghost[2].color = 0xff8f8f80; ghost[3].x = (847.0f - 64.0f); ghost[3].y = (511.0f - 64.0f); ghost[3].dx = -1.5f; ghost[3].dy = -1.5f; ghost[3].frame = 0; ghost[3].color = 0x8fff8f80; // Ok, everything is setup. Now for the main loop. while(1) { /* DRAWING STARTS HERE */ // clear the screen, buffer Z and initializes environment to 2D tiny3d_Clear(0xff000000, TINY3D_CLEAR_ALL); // Enable alpha Test tiny3d_AlphaTest(1, 0x10, TINY3D_ALPHA_FUNC_GEQUAL); // Enable alpha blending. tiny3d_BlendFunc(1, TINY3D_BLEND_FUNC_SRC_RGB_SRC_ALPHA | TINY3D_BLEND_FUNC_SRC_ALPHA_SRC_ALPHA, NV30_3D_BLEND_FUNC_DST_RGB_ONE_MINUS_SRC_ALPHA | NV30_3D_BLEND_FUNC_DST_ALPHA_ZERO, TINY3D_BLEND_RGB_FUNC_ADD | TINY3D_BLEND_ALPHA_FUNC_ADD); // Check the pads. ioPadGetInfo(&padinfo); for(i = 0; i < MAX_PADS; i++){ if(padinfo.status[i]){ ioPadGetData(i, &paddata); if(paddata.BTN_CROSS){ return 0; } } } drawScene(); // Draw /* DRAWING FINISH HERE */ tiny3d_Flip(); } SysUnloadModule(SYSMODULE_PNGDEC); return 0; }