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#include "global.h"
#include "z_prenmi.h"
void PreNMI_Stop(PreNMIState* this) {
STOP_GAMESTATE(&this->state);
SET_NEXT_GAMESTATE(&this->state, NULL, 0);
}
void PreNMI_Update(PreNMIState* this) {
if (this->timer == 0) {
ViConfig_UpdateVi(true);
PreNMI_Stop(this);
} else {
this->timer--;
}
}
void PreNMI_Draw(PreNMIState* this) {
GraphicsContext* gfxCtx = this->state.gfxCtx;
func_8012CF0C(gfxCtx, true, true, 0, 0, 0);
OPEN_DISPS(gfxCtx);
Gfx_SetupDL36_Opa(gfxCtx);
gDPSetFillColor(POLY_OPA_DISP++, (GPACK_RGBA5551(255, 255, 255, 1) << 16) | GPACK_RGBA5551(255, 255, 255, 1));
gDPFillRectangle(POLY_OPA_DISP++, 0, this->timer + 100, SCREEN_WIDTH - 1, this->timer + 100);
CLOSE_DISPS(gfxCtx);
}
void PreNMI_Main(GameState* thisx) {
PreNMIState* this = (PreNMIState*)thisx;
PreNMI_Update(this);
PreNMI_Draw(this);
this->state.unk_A3 = 1;
}
void PreNMI_Destroy(GameState* thisx) {
}
void PreNMI_Init(GameState* thisx) {
PreNMIState* this = (PreNMIState*)thisx;
this->state.main = PreNMI_Main;
this->state.destroy = PreNMI_Destroy;
this->timer = 30;
this->unk_A8 = 10;
GameState_SetFramerateDivisor(&this->state, 1);
}
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