Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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f_pc_layer.h File Reference

Go to the source code of this file.

Classes

struct  layer_class
 

Typedefs

typedef struct create_tag_class create_tag_class
 
typedef struct process_method_tag_class process_method_tag_class
 
typedef struct process_node_class process_node_class
 
typedef struct layer_class layer_class
 

Functions

void fpcLy_SetCurrentLayer (layer_class *pLayer)
 
layer_classfpcLy_CurrentLayer (void)
 
layer_classfpcLy_RootLayer (void)
 
layer_classfpcLy_Layer (fpc_ProcID id)
 
layer_classfpcLy_Search (fpc_ProcID id)
 
void fpcLy_Regist (layer_class *pLayer)
 
void fpcLy_CreatedMesg (layer_class *pLayer)
 
void fpcLy_CreatingMesg (layer_class *pLayer)
 
void fpcLy_DeletedMesg (layer_class *pLayer)
 
void fpcLy_DeletingMesg (layer_class *pLayer)
 
BOOL fpcLy_IsCreatingMesg (layer_class *pLayer)
 
BOOL fpcLy_IsDeletingMesg (layer_class *pLayer)
 
s32 fpcLy_IntoQueue (layer_class *pLayer, int treeListIdx, create_tag_class *pTag, int idx)
 
s32 fpcLy_ToQueue (layer_class *pLayer, int treeListIdx, create_tag_class *pTag)
 
s32 fpcLy_QueueTo (layer_class *pLayer, create_tag_class *pTag)
 
void fpcLy_Cancel (layer_class *pLayer)
 
bool fpcLy_CancelMethod (process_method_tag_class *pLayer)
 
void fpcLy_CancelQTo (process_method_tag_class *pMthd)
 
s32 fpcLy_ToCancelQ (layer_class *pLayer, process_method_tag_class *pMthd)
 
void fpcLy_Create (layer_class *pLayer, void *pPcNode, node_list_class *pLists, int listNum)
 
s32 fpcLy_Delete (layer_class *pLayer)
 

Typedef Documentation

◆ create_tag_class

◆ layer_class

◆ process_method_tag_class

◆ process_node_class

Function Documentation

◆ fpcLy_Cancel()

void fpcLy_Cancel ( layer_class pLayer)

◆ fpcLy_CancelMethod()

bool fpcLy_CancelMethod ( process_method_tag_class pLayer)

◆ fpcLy_CancelQTo()

void fpcLy_CancelQTo ( process_method_tag_class i_methods)

f_pc_layer.cpp Framework - Process Layer

◆ fpcLy_Create()

void fpcLy_Create ( layer_class pLayer,
void pPcNode,
node_list_class pLists,
int  listNum 
)

◆ fpcLy_CreatedMesg()

void fpcLy_CreatedMesg ( layer_class pLayer)

◆ fpcLy_CreatingMesg()

void fpcLy_CreatingMesg ( layer_class pLayer)

◆ fpcLy_CurrentLayer()

layer_class * fpcLy_CurrentLayer ( void  )

◆ fpcLy_Delete()

s32 fpcLy_Delete ( layer_class pLayer)

◆ fpcLy_DeletedMesg()

void fpcLy_DeletedMesg ( layer_class pLayer)

◆ fpcLy_DeletingMesg()

void fpcLy_DeletingMesg ( layer_class pLayer)

◆ fpcLy_IntoQueue()

s32 fpcLy_IntoQueue ( layer_class pLayer,
int  treeListIdx,
create_tag_class pTag,
int  idx 
)

◆ fpcLy_IsCreatingMesg()

BOOL fpcLy_IsCreatingMesg ( layer_class pLayer)

◆ fpcLy_IsDeletingMesg()

BOOL fpcLy_IsDeletingMesg ( layer_class pLayer)

◆ fpcLy_Layer()

layer_class * fpcLy_Layer ( fpc_ProcID  id)

◆ fpcLy_QueueTo()

s32 fpcLy_QueueTo ( layer_class pLayer,
create_tag_class pTag 
)

◆ fpcLy_Regist()

void fpcLy_Regist ( layer_class pLayer)

◆ fpcLy_RootLayer()

layer_class * fpcLy_RootLayer ( void  )

◆ fpcLy_Search()

layer_class * fpcLy_Search ( fpc_ProcID  id)

◆ fpcLy_SetCurrentLayer()

void fpcLy_SetCurrentLayer ( layer_class pLayer)

◆ fpcLy_ToCancelQ()

s32 fpcLy_ToCancelQ ( layer_class pLayer,
process_method_tag_class pMthd 
)

◆ fpcLy_ToQueue()

s32 fpcLy_ToQueue ( layer_class pLayer,
int  treeListIdx,
create_tag_class pTag 
)