Switch to button macros

This commit is contained in:
PokeCodec
2020-09-04 21:11:55 -04:00
parent da582d5258
commit 28ef2fb774
75 changed files with 689 additions and 688 deletions

View File

@@ -937,14 +937,14 @@ static void Task_HandleFrontierPassInput(u8 taskId)
{
u8 var = FALSE; // Reused, first informs whether the cursor moves, then used as the new cursor area.
if (gMain.heldKeys & DPAD_UP && sPassGfx->cursorSprite->pos1.y >= 9)
if (JOY_HELD(DPAD_UP) && sPassGfx->cursorSprite->pos1.y >= 9)
{
sPassGfx->cursorSprite->pos1.y -= 2;
if (sPassGfx->cursorSprite->pos1.y <= 7)
sPassGfx->cursorSprite->pos1.y = 2;
var = TRUE;
}
if (gMain.heldKeys & DPAD_DOWN && sPassGfx->cursorSprite->pos1.y <= 135)
if (JOY_HELD(DPAD_DOWN) && sPassGfx->cursorSprite->pos1.y <= 135)
{
sPassGfx->cursorSprite->pos1.y += 2;
if (sPassGfx->cursorSprite->pos1.y >= 137)
@@ -952,14 +952,14 @@ static void Task_HandleFrontierPassInput(u8 taskId)
var = TRUE;
}
if (gMain.heldKeys & DPAD_LEFT && sPassGfx->cursorSprite->pos1.x >= 6)
if (JOY_HELD(DPAD_LEFT) && sPassGfx->cursorSprite->pos1.x >= 6)
{
sPassGfx->cursorSprite->pos1.x -= 2;
if (sPassGfx->cursorSprite->pos1.x <= 4)
sPassGfx->cursorSprite->pos1.x = 5;
var = TRUE;
}
if (gMain.heldKeys & DPAD_RIGHT && sPassGfx->cursorSprite->pos1.x <= 231)
if (JOY_HELD(DPAD_RIGHT) && sPassGfx->cursorSprite->pos1.x <= 231)
{
sPassGfx->cursorSprite->pos1.x += 2;
if (sPassGfx->cursorSprite->pos1.x >= 233)
@@ -969,7 +969,7 @@ static void Task_HandleFrontierPassInput(u8 taskId)
if (!var) // Cursor did not change.
{
if (sPassData->cursorArea != CURSOR_AREA_NOTHING && gMain.newKeys & A_BUTTON)
if (sPassData->cursorArea != CURSOR_AREA_NOTHING && JOY_NEW(A_BUTTON))
{
if (sPassData->cursorArea <= CURSOR_AREA_RECORD) // Map, Card, Record
{
@@ -986,7 +986,7 @@ static void Task_HandleFrontierPassInput(u8 taskId)
}
}
if (gMain.newKeys & B_BUTTON)
if (JOY_NEW(B_BUTTON))
{
PlaySE(SE_PC_OFF);
SetMainCallback2(CB2_HideFrontierPass);
@@ -1471,19 +1471,19 @@ static void Task_HandleFrontierMap(u8 taskId)
break;
return;
case 1:
if (gMain.newKeys & B_BUTTON)
if (JOY_NEW(B_BUTTON))
{
PlaySE(SE_PC_OFF);
data[0] = 4;
}
else if (gMain.newKeys & DPAD_DOWN)
else if (JOY_NEW(DPAD_DOWN))
{
if (sMapData->cursorPos >= NUM_FRONTIER_FACILITIES - 1)
HandleFrontierMapCursorMove(0);
else
data[0] = 2;
}
else if (gMain.newKeys & DPAD_UP)
else if (JOY_NEW(DPAD_UP))
{
if (sMapData->cursorPos == 0)
HandleFrontierMapCursorMove(1);