Files
dusklight/include/m_Do/m_Do_machine.h
T
Luke Street eed14acdc6 Annotate all data with DUSK_GAME_DATA (#2214)
The hope of auto-importing data via lld MinGW
+ pseudo_reloc is now dead thanks to ARM64,
so I just wrote a script to go annotate every
exported data symbol in the game instead.
2026-07-14 13:49:21 -06:00

50 lines
1.3 KiB
C++

#ifndef M_DO_M_DO_MACHINE_H
#define M_DO_M_DO_MACHINE_H
#include <gx.h>
typedef struct OSContext OSContext;
class JKRHeap;
void myHeapCheckRecursive(JKRHeap*);
BOOL mDoMch_IsProgressiveMode();
void exceptionReadPad(u32*, u32*);
void exceptionRestart();
void myExceptionCallback(u16, OSContext*, u32, u32);
void my_SysPrintHeap(char const*, void*, u32);
void mDoMch_HeapCheckAll();
void mDoMch_HeapFreeFillAll();
int mDoMch_Create();
#if TARGET_PC
void mDoMch_Destroy();
#endif
DUSK_GAME_EXTERN GXRenderModeObj g_ntscZeldaProg;
class mDoMch_render_c {
public:
static void setRenderModeObj(GXRenderModeObj* obj) { mRenderModeObj = obj; }
static void setProgressiveMode() { setRenderModeObj(&g_ntscZeldaProg); }
static u16 getEfbHeight() { return mRenderModeObj->efbHeight; }
static u16 getFbWidth() { return mRenderModeObj->fbWidth; }
static GXRenderModeObj* getRenderModeObj() { return mRenderModeObj; }
static DUSK_GAME_DATA GXRenderModeObj* mRenderModeObj;
};
namespace mDoMch {
DUSK_GAME_EXTERN u8 mDebugFill;
extern u8 mDebugFillNotUse;
extern u8 mDebugFillNew;
extern u8 mDebugFillDelete;
extern u8 myHeapVerbose;
extern u8 myHeapCallbackCheck;
extern u8 FpscrEnableBits;
extern u8 GXWarningLevel;
extern u8 GXWarningExecuteFrame;
};
#endif /* M_DO_M_DO_MACHINE_H */