Improve window palette macros
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@@ -231,8 +231,8 @@ static void CB2_SaveFailedScreen(void)
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LoadPalette(gUnknown_0860F074, 0xF0, 0x20);
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SetWindowBorderStyle(gSaveFailedWindowIds[TEXT_WIN_ID], FALSE, 0x214, 0xE);
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SetWindowBorderStyle(gSaveFailedWindowIds[CLOCK_WIN_ID], FALSE, 0x214, 0xE);
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FillWindowPixelBuffer(gSaveFailedWindowIds[CLOCK_WIN_ID], PIXEL_BUFFER_WHITE); // backwards?
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FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PIXEL_BUFFER_WHITE);
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FillWindowPixelBuffer(gSaveFailedWindowIds[CLOCK_WIN_ID], PALETTE_NUM_TO_FILL_VALUE(1)); // backwards?
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FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PALETTE_NUM_TO_FILL_VALUE(1));
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CopyWindowToVram(gSaveFailedWindowIds[CLOCK_WIN_ID], 2); // again?
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CopyWindowToVram(gSaveFailedWindowIds[TEXT_WIN_ID], 1);
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SaveFailedScreenTextPrint(gText_SaveFailedCheckingBackup, 1, 0);
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@@ -265,19 +265,19 @@ static void CB2_WipeSave(void)
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{
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if (WipeSectors(gDamagedSaveSectors) != FALSE)
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{
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FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PIXEL_BUFFER_WHITE);
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FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PALETTE_NUM_TO_FILL_VALUE(1));
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SaveFailedScreenTextPrint(gText_BackupMemoryDamaged, 1, 0);
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SetMainCallback2(CB2_GameplayCannotBeContinued);
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return;
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}
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FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PIXEL_BUFFER_WHITE);
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FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PALETTE_NUM_TO_FILL_VALUE(1));
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SaveFailedScreenTextPrint(gText_CheckCompleted, 1, 0);
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HandleSavingData(gSaveFailedType);
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if (gDamagedSaveSectors != 0)
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{
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FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PIXEL_BUFFER_WHITE);
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FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PALETTE_NUM_TO_FILL_VALUE(1));
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SaveFailedScreenTextPrint(gText_SaveFailedCheckingBackup, 1, 0);
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}
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@@ -286,12 +286,12 @@ static void CB2_WipeSave(void)
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if (wipeTries == 3)
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{
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FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PIXEL_BUFFER_WHITE);
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FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PALETTE_NUM_TO_FILL_VALUE(1));
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SaveFailedScreenTextPrint(gText_BackupMemoryDamaged, 1, 0);
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}
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else
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{
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FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PIXEL_BUFFER_WHITE);
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FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PALETTE_NUM_TO_FILL_VALUE(1));
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if (gGameContinueCallback == NULL)
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SaveFailedScreenTextPrint(gText_SaveCompleteGameCannotContinue, 1, 0);
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@@ -308,7 +308,7 @@ static void CB2_GameplayCannotBeContinued(void)
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if (gMain.newKeys & A_BUTTON)
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{
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FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PIXEL_BUFFER_WHITE);
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FillWindowPixelBuffer(gSaveFailedWindowIds[TEXT_WIN_ID], PALETTE_NUM_TO_FILL_VALUE(1));
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SaveFailedScreenTextPrint(gText_GamePlayCannotBeContinued, 1, 0);
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SetVBlankCallback(VBlankCB);
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SetMainCallback2(CB2_FadeAndReturnToTitleScreen);
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