Files
tp/include/f/f_pc/f_pc_priority.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

35 lines
995 B
C

#ifndef F_PC_PRIORITY_H
#define F_PC_PRIORITY_H
#include "SComponent/c_tag.h"
#include "f/f_pc/f_pc_method_tag.h"
typedef struct process_priority_queue_info {
u32 mLayer;
u16 mListID;
u16 mListPrio;
} process_priority_queue_info;
typedef struct process_priority_class {
create_tag_class mBase;
process_method_tag_class mMtdTag;
process_priority_queue_info mInfoQ;
process_priority_queue_info mInfoCurr;
} process_priority_class;
extern "C" {
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(u32 layer, u16 listID, u16 priority);
s32 fpcPi_Change(process_priority_class* pPi, u32 layer, u16 listID, u16 priority);
s32 fpcPi_Handler(void);
s32 fpcPi_Init(process_priority_class* pPi, void* pUserData, u32 layer, u16 listID, u16 priority);
};
#endif