Re-apply joypad macros (minus merge conflicts)
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+12
-12
@@ -4110,7 +4110,7 @@ static u8 Task_GetInfoCardInput(u8 taskId)
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u8 tourneyId = sTourneyTreeTrainerIds[position];
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u16 roundId = gSaveBlock2Ptr->frontier.curChallengeBattleNum;
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if (gMain.newKeys & (A_BUTTON | B_BUTTON))
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if (JOY_NEW(A_BUTTON | B_BUTTON))
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input = INFOCARD_INPUT_AB;
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// Next opponent card cant scroll
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@@ -4121,7 +4121,7 @@ static u8 Task_GetInfoCardInput(u8 taskId)
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{
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// For trainer info cards, pos is 0 when on a trainer info card (not viewing that trainer's match progression)
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// Scrolling up/down from a trainer info card goes to other trainer info cards
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if (gMain.newKeys & DPAD_UP && sInfoCard->pos == 0)
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if (JOY_NEW(DPAD_UP) && sInfoCard->pos == 0)
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{
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if (position == 0)
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position = DOME_TOURNAMENT_TRAINERS_COUNT - 1;
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@@ -4129,7 +4129,7 @@ static u8 Task_GetInfoCardInput(u8 taskId)
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position--;
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input = TRAINERCARD_INPUT_UP;
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}
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else if (gMain.newKeys & DPAD_DOWN && sInfoCard->pos == 0)
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else if (JOY_NEW(DPAD_DOWN) && sInfoCard->pos == 0)
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{
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if (position == DOME_TOURNAMENT_TRAINERS_COUNT - 1)
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position = 0;
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@@ -4138,13 +4138,13 @@ static u8 Task_GetInfoCardInput(u8 taskId)
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input = TRAINERCARD_INPUT_DOWN;
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}
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// Scrolling left can only be done after scrolling right
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else if (gMain.newKeys & DPAD_LEFT && sInfoCard->pos != 0)
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else if (JOY_NEW(DPAD_LEFT) && sInfoCard->pos != 0)
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{
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sInfoCard->pos--;
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input = TRAINERCARD_INPUT_LEFT;
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}
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// Scrolling right from a trainer info card shows their match progression
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else if (gMain.newKeys & DPAD_RIGHT)
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else if (JOY_NEW(DPAD_RIGHT))
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{
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// Can only scroll right from a trainer card until the round they were eliminated
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if (DOME_TRAINERS[tourneyId].isEliminated && sInfoCard->pos - 1 < DOME_TRAINERS[tourneyId].eliminatedAt)
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@@ -4172,7 +4172,7 @@ static u8 Task_GetInfoCardInput(u8 taskId)
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{
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// For match info cards, pos is 1 when on the match card, 0 when on the left trainer, and 1 when on the right trainer
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// Scrolling up/down from a match info card goes to the next/previous match
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if (gMain.newKeys & DPAD_UP && sInfoCard->pos == 1)
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if (JOY_NEW(DPAD_UP) && sInfoCard->pos == 1)
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{
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if (position == DOME_TOURNAMENT_TRAINERS_COUNT)
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position = sLastMatchCardNum[roundId];
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@@ -4180,7 +4180,7 @@ static u8 Task_GetInfoCardInput(u8 taskId)
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position--;
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input = MATCHCARD_INPUT_UP;
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}
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else if (gMain.newKeys & DPAD_DOWN && sInfoCard->pos == 1)
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else if (JOY_NEW(DPAD_DOWN) && sInfoCard->pos == 1)
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{
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if (position == sLastMatchCardNum[roundId])
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position = DOME_TOURNAMENT_TRAINERS_COUNT;
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@@ -4189,12 +4189,12 @@ static u8 Task_GetInfoCardInput(u8 taskId)
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input = MATCHCARD_INPUT_DOWN;
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}
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// Scrolling left/right from a match info card shows the trainer info card of the competitors for that match
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else if (gMain.newKeys & DPAD_LEFT && sInfoCard->pos != 0)
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else if (JOY_NEW(DPAD_LEFT) && sInfoCard->pos != 0)
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{
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input = MATCHCARD_INPUT_LEFT;
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sInfoCard->pos--;
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}
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else if (gMain.newKeys & DPAD_RIGHT && (sInfoCard->pos == 0 || sInfoCard->pos == 1))
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else if (JOY_NEW(DPAD_RIGHT) && (sInfoCard->pos == 0 || sInfoCard->pos == 1))
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{
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input = MATCHCARD_INPUT_RIGHT;
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sInfoCard->pos++;
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@@ -5042,12 +5042,12 @@ static u8 UpdateTourneyTreeCursor(u8 taskId)
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int tourneyTreeCursorSpriteId = gTasks[taskId].data[1];
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int roundId = gSaveBlock2Ptr->frontier.curChallengeBattleNum;
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if (gMain.newKeys == B_BUTTON || (gMain.newKeys & A_BUTTON && tourneyTreeCursorSpriteId == TOURNEY_TREE_CLOSE_BUTTON))
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if (gMain.newKeys == B_BUTTON || (JOY_NEW(A_BUTTON) && tourneyTreeCursorSpriteId == TOURNEY_TREE_CLOSE_BUTTON))
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{
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PlaySE(SE_SELECT);
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selection = TOURNEY_TREE_SELECTED_CLOSE;
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}
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else if (gMain.newKeys & A_BUTTON)
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else if (JOY_NEW(A_BUTTON))
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{
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if (tourneyTreeCursorSpriteId < DOME_TOURNAMENT_TRAINERS_COUNT)
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{
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@@ -5551,7 +5551,7 @@ static void Task_HandleStaticTourneyTreeInput(u8 taskId)
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gTasks[taskId].tState = STATE_WAIT_FOR_INPUT;
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break;
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case STATE_WAIT_FOR_INPUT:
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if (gMain.newKeys & (A_BUTTON | B_BUTTON))
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if (JOY_NEW(A_BUTTON | B_BUTTON))
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{
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BeginNormalPaletteFade(0xFFFFFFFF, 0, 0, 0x10, RGB_BLACK);
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gTasks[taskId].tState = STATE_CLOSE_TOURNEY_TREE;
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