Files
tp/include/f/f_pc/f_pc_executor.h
T
lepelog 0555115de8 A few f_pc files (#26)
* f_pc_base, one non matching

* some of f_pc_manager

* f_pc_node OK

* f_pc_pause partly

* started node_req

* more progress

* most of node req

* delete unused asm

* node req header and param names

* param renaming

* header for manager

* review comment struct names

* fpcM_Management OK

* int -> s32

* merge master

* most of f_pc_create_iter

* f_pc_stdcreate_req OK

* f_pc_fstcreate OK

* f_pc_leaf OK

* f_pc_draw OK

* f_pc_deletor partly

* fix parameter type in f_pc_pause

* review

* review, use cPh enum and fix process_profile_definition struct

* convert f_pc files to C

* matched more functions

* fix global.h

* fix variable types

* format

* mpre Phs enum

* fix merge errors

* fix gamepad stopPatternedRumble

* format

* delete leftover files from merge

* move asm to correct folder

* revert f_pc from C to CPP

* remove C hacks and format

* format

* OK
2020-12-31 15:12:29 -05:00

21 lines
514 B
C

#ifndef F_PC_EXECUTOR_H
#define F_PC_EXECUTOR_H
#include "SComponent/c_node_iter.h"
#include "f/f_pc/f_pc_base.h"
extern "C" {
base_process_class* fpcEx_Search(void* pFunc, void* pUserData);
base_process_class* fpcEx_SearchByID(u32 id);
BOOL fpcEx_IsExist(s32 id);
s32 fpcEx_ToLineQ(base_process_class* pProc);
s32 fpcEx_ExecuteQTo(base_process_class* pProc);
s32 fpcEx_Execute(base_process_class* pProc);
s32 fpcEx_ToExecuteQ(base_process_class* pProc);
void fpcEx_Handler(cNdIt_MethodFunc pFunc);
};
#endif