#ifndef GUARD_STR_TEXT_H #define GUARD_STR_TEXT_H // size: 0x48 typedef struct Window { s16 x; s16 y; s16 width; s16 height; s16 unk8; s32 type; u32 unk10; u32 unk14; u32 *unk18; u32 *unk1C; s32 unk20; s32 unk24; u32 *unk28; // Somewhere in VRAM s32 unk2C; u32 *unk30; // Somewhere in VRAM? u32 *unk34; s32 unk38; u32 *unk3C; u32 *unk40; u8 unk44; bool8 unk45; u8 unk46; } Window; // size: 0x4 typedef struct WindowHeader { /* 0x0 */ u8 count; // How many headers there are, it's used for windows which can be scrolled left/right /* 0x1 */ u8 currId; // Id of the current header /* 0x2 */ u8 width; /* 0x3 */ u8 f3; } WindowHeader; #include "structs/str_position.h" // size: 0x18 typedef struct WindowTemplate { u8 unk0; /* 0x4 */ s32 type; /* 0x8 */ DungeonPos pos; /* 0xC */ s16 width; /* 0xE */ s16 height; s16 unk10; // In most cases it's the same as height. If it's smaller than height, the window may look glitchy. Maybe something with tile allocation/how the window is filled? s16 unk12; const WindowHeader *header; } WindowTemplate; #define WINDOW_TYPE_0 0 #define WINDOW_TYPE_WITHOUT_BORDER 1 #define WINDOW_TYPE_2 2 #define WINDOW_TYPE_NORMAL 3 #define WINDOW_TYPE_4 4 #define WINDOW_TYPE_FILL_TRANSPARENT 5 #define WINDOW_TYPE_WITH_HEADER 6 #define WINDOW_TYPE_7 7 #define MAX_WINDOWS 4 // All fields are zeroed out except for type which is set to WINDOW_TYPE_NORMAL. #define WIN_TEMPLATE_DUMMY (WindowTemplate) { .unk0 = 0, .type = WINDOW_TYPE_NORMAL, .pos = { .x = 0, .y = 0 }, .width = 0, .height = 0, .unk10 = 0, .unk12 = 0, .header = NULL } // size: 0x60 typedef struct WindowTemplates { /* 0x0 */ WindowTemplate id[MAX_WINDOWS]; } WindowTemplates; #endif // GUARD_STR_TEXT_H