Files
tp/include/f_pc/f_pc_priority.h
TakaRikka 25d51079a3 remove "duplicated" inlines (#2099)
* fix f_op_actor_mng inlines

* fix f_pc inlines

* fix d_a_alink weak func signatures

* fix d_com_inf_game inlines

* fix some more inlines

* fix rest of player inlines

* m_Do / JSystem inlines fixed

* fix upstream changes
2024-03-19 13:31:53 +02:00

37 lines
1.1 KiB
C

#ifndef F_PC_PRIORITY_H_
#define F_PC_PRIORITY_H_
#include "f_pc/f_pc_method_tag.h"
enum {
fpcPi_CURRENT_e = 0xFFFD,
fpcPi_SPECIAL_e = 0xFFFE,
};
typedef struct process_priority_queue_info {
u32 mLayer;
u16 mListID;
u16 mListPrio;
} process_priority_queue_info;
typedef struct process_priority_class {
/* 0x00 */ create_tag_class mBase;
/* 0x14 */ process_method_tag_class mMtdTag;
/* 0x30 */ process_priority_queue_info mInfoQ;
/* 0x38 */ process_priority_queue_info mInfoCurr;
} process_priority_class;
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(unsigned int layer, u16 listID, u16 priority);
s32 fpcPi_Change(process_priority_class* pPi, unsigned int layer, u16 listID, u16 priority);
s32 fpcPi_Handler(void);
s32 fpcPi_Init(process_priority_class* pPi, void* pUserData, unsigned int layer, u16 listID,
u16 priority);
#endif