mirror of
https://github.com/zeldaret/tp
synced 2026-05-24 07:11:06 -04:00
0555115de8
* 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
35 lines
995 B
C
35 lines
995 B
C
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#ifndef F_PC_PRIORITY_H
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#define F_PC_PRIORITY_H
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#include "SComponent/c_tag.h"
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#include "f/f_pc/f_pc_method_tag.h"
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typedef struct process_priority_queue_info {
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u32 mLayer;
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u16 mListID;
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u16 mListPrio;
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} process_priority_queue_info;
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typedef struct process_priority_class {
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create_tag_class mBase;
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process_method_tag_class mMtdTag;
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process_priority_queue_info mInfoQ;
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process_priority_queue_info mInfoCurr;
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} process_priority_class;
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extern "C" {
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s32 fpcPi_IsInQueue(process_priority_class* pPi);
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s32 fpcPi_QueueTo(process_priority_class* pPi);
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s32 fpcPi_ToQueue(process_priority_class* pPi);
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process_priority_class* fpcPi_GetFromQueue(void);
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s32 fpcPi_Delete(process_priority_class* pPi);
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s32 fpcPi_IsNormal(u32 layer, u16 listID, u16 priority);
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s32 fpcPi_Change(process_priority_class* pPi, u32 layer, u16 listID, u16 priority);
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s32 fpcPi_Handler(void);
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s32 fpcPi_Init(process_priority_class* pPi, void* pUserData, u32 layer, u16 listID, u16 priority);
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};
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#endif
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