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Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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Go to the source code of this file.
Classes | |
| struct | priority_id |
| struct | process_priority_class |
Typedefs | |
| typedef struct priority_id | priority_id |
| typedef struct process_priority_class | process_priority_class |
Enumerations | |
| enum | { fpcPi_CURRENT_e = 0xFFFD , fpcPi_SPECIAL_e = 0xFFFE , fpcPi_NONE_e = 0xFFFF } |
Functions | |
| s32 | fpcPi_IsInQueue (process_priority_class *pPi) |
| s32 | fpcPi_QueueTo (process_priority_class *pPi) |
| s32 | fpcPi_ToQueue (process_priority_class *pPi) |
| process_priority_class * | fpcPi_GetFromQueue (void) |
| s32 | fpcPi_Delete (process_priority_class *pPi) |
| s32 | fpcPi_IsNormal (unsigned int layer, u16 listID, u16 priority) |
| s32 | fpcPi_Change (process_priority_class *pPi, unsigned int layer, u16 listID, u16 priority) |
| s32 | fpcPi_Handler (void) |
| s32 | fpcPi_Init (process_priority_class *pPi, void *pUserData, unsigned int layer, u16 listID, u16 priority) |
| typedef struct priority_id priority_id |
| typedef struct process_priority_class process_priority_class |
| s32 fpcPi_Change | ( | process_priority_class * | pPi, |
| unsigned int | layer, | ||
| u16 | listID, | ||
| u16 | priority ) |
| s32 fpcPi_Delete | ( | process_priority_class * | pPi | ) |
| process_priority_class * fpcPi_GetFromQueue | ( | void | ) |
| s32 fpcPi_Handler | ( | void | ) |
| s32 fpcPi_Init | ( | process_priority_class * | pPi, |
| void * | pUserData, | ||
| unsigned int | layer, | ||
| u16 | listID, | ||
| u16 | priority ) |
| s32 fpcPi_IsInQueue | ( | process_priority_class * | i_procPriority | ) |
f_pc_priority.cpp Framework - Process Priority
| s32 fpcPi_QueueTo | ( | process_priority_class * | pPi | ) |
| s32 fpcPi_ToQueue | ( | process_priority_class * | pPi | ) |