Fix bad scissor on A button text
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@ -376,6 +376,7 @@ void Interface_Draw(PlayState* play) {
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-(SCREEN_WIDTH - margin_reduction) * 4, -margin_reduction * 4,
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-(SCREEN_WIDTH - margin_reduction) * 4, -margin_reduction * 4,
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-(SCREEN_WIDTH - margin_reduction) * 4, -margin_reduction * 4);
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-(SCREEN_WIDTH - margin_reduction) * 4, -margin_reduction * 4);
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gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_RIGHT, -(SCREEN_WIDTH - margin_reduction) * 4, -margin_reduction * 4);
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gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_RIGHT, -(SCREEN_WIDTH - margin_reduction) * 4, -margin_reduction * 4);
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gEXSetScissorAlign(OVERLAY_DISP++, G_EX_ORIGIN_RIGHT, G_EX_ORIGIN_RIGHT, -(SCREEN_WIDTH - margin_reduction), -margin_reduction, -(SCREEN_WIDTH - margin_reduction), -margin_reduction, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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Interface_SetOrthoView(interfaceCtx);
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Interface_SetOrthoView(interfaceCtx);
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Gfx_SetupDL39_Overlay(play->state.gfxCtx);
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Gfx_SetupDL39_Overlay(play->state.gfxCtx);
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@ -389,6 +390,9 @@ void Interface_Draw(PlayState* play) {
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Interface_DrawAButton(play);
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Interface_DrawAButton(play);
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// @recomp Adjust any scissors to cover the whole screen
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gEXSetScissorAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_RIGHT, 0, -margin_reduction, -SCREEN_WIDTH, margin_reduction, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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// @recomp Move the item being equipped from the center of the screen to the right edge as the timer counts down
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// @recomp Move the item being equipped from the center of the screen to the right edge as the timer counts down
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if (gKaleidoMgrOverlayTable[0].loadedRamAddr != NULL) {
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if (gKaleidoMgrOverlayTable[0].loadedRamAddr != NULL) {
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// These are overlay symbols, so their addresses need to be offset to get their actual loaded vram address.
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// These are overlay symbols, so their addresses need to be offset to get their actual loaded vram address.
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