Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_debug_pad.h
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1#ifndef D_DEBUG_PAD_H
2#define D_DEBUG_PAD_H
3
5
7public:
8 enum Mode_e {
15 };
16
18
19 bool Active() { return mIsActive; }
20 bool Update();
21 bool Report(int, int, JUtility::TColor, const char*, ...);
22 bool Enable(s32);
23 bool Trigger();
24
25 static const char mode_name[MODE_MAX_e][9];
26
27 /* 0x0 */ bool mIsActive;
28 /* 0x1 */ u8 mTrigger;
29 /* 0x4 */ s32 mMode;
30};
31
33
34#endif
Definition d_debug_pad.h:6
bool Trigger()
bool Active()
Definition d_debug_pad.h:19
bool Enable(s32)
dDebugPad_c()
Definition d_debug_pad.cpp:7
bool Update()
Definition d_debug_pad.cpp:20
u8 mTrigger
Definition d_debug_pad.h:28
Mode_e
Definition d_debug_pad.h:8
@ MODE_WINDTEST_e
Definition d_debug_pad.h:11
@ MODE_SDCARD_e
Definition d_debug_pad.h:12
@ MODE_CAMERA_e
Definition d_debug_pad.h:9
@ MODE_MAX_e
Definition d_debug_pad.h:14
@ MODE_LIGHT_e
Definition d_debug_pad.h:10
static const char mode_name[MODE_MAX_e][9]
Definition d_debug_pad.h:13
s32 mMode
Definition d_debug_pad.h:29
bool Report(int, int, JUtility::TColor, const char *,...)
Definition d_debug_pad.cpp:65
bool mIsActive
Definition d_debug_pad.h:27
dDebugPad_c dDebugPad
Definition d_debug_pad.cpp:90
signed long s32
Definition types.h:11
unsigned char u8
Definition types.h:8
Definition TColor.h:12