1#ifndef FIGHTSTG_TYPES_H
2#define FIGHTSTG_TYPES_H
18#define BATTLE_TASK_MENU 0xC
19#define BATTLE_TASK_PLAYER_TURN 0xE
20#define BATTLE_TASK_MODEL 0x11
21#define BATTLE_TASK_CAMERA 0x12
22#define BATTLE_TASK_LIGHTS 0x13
23#define BATTLE_TASK_MODELS 0x14
24#define BATTLE_TASK_STAGE 0x15
27#define BATTLE_LAYER_CAMERA 0x1001
28#define BATTLE_LAYER_STAGE 0x1002
29#define BATTLE_LAYER_WIREFRAME 0x1003
30#define BATTLE_LAYER_MODELS 0x1004
31#define BATTLE_LAYER_MENUS 0x1005
32#define BATTLE_LAYER_FRONT 0x1006
38#define FIGHTSTG_CREATE_LAYERS(screen, frontCallbacks) \
42 GFX.funcs.allocPrimBuffers(0x19000); \
43 GFX.funcs.setDisplayMode(SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0); \
44 layer = GFX.funcs.createLayer(&(screen), 1, SCREEN_LAYER); \
45 layer->setOffset(layer, 0xA0, 0x78); \
46 layer = GFX.funcs.createLayer(&(screen), 1, BATTLE_LAYER_CAMERA); \
47 layer->setOffset(layer, 0xA0, 0x78); \
48 layer->allocCallbacks(layer, 100); \
49 layer = GFX.funcs.createLayer(&(screen), 8, BATTLE_LAYER_STAGE); \
50 layer->setOffset(layer, (screen).w / 2, (screen).h / 2); \
51 layer->allocCallbacks(layer, 40); \
52 layer = GFX.funcs.createLayer(&(screen), 1, BATTLE_LAYER_WIREFRAME); \
53 layer->setOffset(layer, 0xA0, 0x78); \
54 layer->allocCallbacks(layer, 100); \
55 layer = GFX.funcs.createLayer(&(screen), 12, BATTLE_LAYER_MODELS); \
56 layer->setOffset(layer, 0xA0, 0x78); \
57 layer->allocCallbacks(layer, 100); \
58 layer = GFX.funcs.createLayer(&(screen), 1, BATTLE_LAYER_MENUS); \
59 layer->setOffset(layer, 0, 0); \
60 layer = GFX.funcs.createLayer(&(screen), 1, BATTLE_LAYER_FRONT); \
61 layer->setOffset(layer, 0, 0); \
62 layer->allocCallbacks(layer, frontCallbacks)
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