Files
tp/include/m_Do/m_Do_machine.h
T
Pieter-Jan Briers 79fda477b1 Wii PAL d_s_logo improvements (#3157)
* Wii PAL d_s_logo improvements

* Fix d_s_logo/d_pane_class_alpha sdata spltis

* Specify some symbols to improve matches

Is there a better way to do this?

* More symbols

* match phase_1

* Fix regressions

* Fix d_s_name rodata split

* Add nextPauseTimer__9dScnPly_c to symbol map
2026-06-19 17:46:30 -07:00

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();
extern GXRenderModeObj g_ntscZeldaProg;
#if VERSION == VERSION_WII_PAL
extern GXRenderModeObj g_palZeldaProg60;
#endif
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 GXRenderModeObj* mRenderModeObj;
};
namespace mDoMch {
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 */