Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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f_pc_layer_tag.h
Go to the documentation of this file.
1
2#ifndef F_PC_LAYER_TAG_H_
3#define F_PC_LAYER_TAG_H_
4
6
7enum {
9 fpcLy_CURRENT_e = 0xFFFFFFFD,
10 fpcLy_SPECIAL_e = 0xFFFFFFFE,
11 fpcLy_NONE_e = 0xFFFFFFFF,
12};
13
14typedef struct layer_class layer_class;
15
16
23
30
31#endif
T cLib_calcTimer(T *value)
Definition c_lib.h:79
s32 fpcLyTg_ToQueue(layer_management_tag_class *i_layer_tag, unsigned int i_layerID, u16 i_listID, u16 i_listPriority)
Definition f_pc_layer_tag.cpp:11
s32 fpcLyTg_QueueTo(layer_management_tag_class *i_layer_tag)
Definition f_pc_layer_tag.cpp:39
s32 fpcLyTg_Move(layer_management_tag_class *i_layer_tag, unsigned int i_layerID, u16 i_listID, u16 i_listPriority)
Definition f_pc_layer_tag.cpp:52
@ fpcLy_SPECIAL_e
Definition f_pc_layer_tag.h:10
@ fpcLy_NONE_e
Definition f_pc_layer_tag.h:11
@ fpcLy_CURRENT_e
Definition f_pc_layer_tag.h:9
@ fpcLy_ROOT_e
Definition f_pc_layer_tag.h:8
s32 fpcLyTg_Init(layer_management_tag_class *i_layer_tag, unsigned int i_id, void *i_data)
Definition f_pc_layer_tag.cpp:67
Definition c_tag.h:10
Definition f_pc_layer.h:14
Definition f_pc_layer_tag.h:17
layer_class * layer
Definition f_pc_layer_tag.h:19
create_tag_class create_tag
Definition f_pc_layer_tag.h:18
u16 node_list_id
Definition f_pc_layer_tag.h:20
u16 node_list_priority
Definition f_pc_layer_tag.h:21
unsigned short u16
Definition types.h:9
signed long s32
Definition types.h:6