12 switch (task->
state) {
Task * STFGTREP_start(void)
The mode's entry point (MODE_ENTRY_POINTS)
void STFGTREP_updateScene(Task *task, FightReport **children)
The mode's scene: resets the graphics, makes the screen layer and creates the report.
GfxState GFX
GFX: the graphics state and its methods.
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
#define SCREEN_WIDTH
The screen the modes draw on (setDisplayMode, their layers' rects)
#define SCREEN_LAYER
The layer over the whole screen that most modes create first and draw their menus on (FIELDSTG and ST...
FightReport * STFGTREP_createScreen(void)
Creates the report (STFGTREP_updateReport) on the screen layer.
STFGTREP.PRO: mode 0x1400, the report after a battle.
The main task of the screen (STFGTREP_createScreen)
void(* allocPrimBuffers)(s32 size)
struct Layer *(* createLayer)(RECT *rect, s32 otShift, s32 id)
void(* setDisplayMode)(s32 w, s32 h, s32 hires, s32 interlace)
A drawing layer (GFX.funcs.createLayer): a DRAWENV with a pair of ordering tables,...
void(* setBgColor)()
no prototype: callers would truncate u8 args
Any task, seen through its header.
void(* nextState)(struct Task *task)
void * createTask(void(*update)(), s32 size, s32 childrenSize)
createTaskWithId for a task nothing needs to find