pmd-red/include/structs/str_text.h
2025-03-04 13:38:19 +01:00

71 lines
1.7 KiB
C

#ifndef GUARD_STR_TEXT_H
#define GUARD_STR_TEXT_H
// size: 0x48
typedef struct Window
{
s16 x;
s16 y;
s16 unk4;
s16 unk6;
s16 unk8;
u32 unkC;
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;
typedef struct WindowHeader
{
u8 count; // How many headers there are, it's used for windows which can be scrolled left/right
u8 currId; // Id of the current header
u8 width;
u8 f3;
} WindowHeader;
#include "structs/str_position.h"
// size: 0x18
typedef struct WindowTemplate
{
u8 unk0;
s32 type;
DungeonPos pos;
s16 width;
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;
// All fields are zeroed out except for type which is set to WINDOW_TYPE_NORMAL.
#define WINDOW_DUMMY (WindowTemplate) {.unk0 = 0, .type = WINDOW_TYPE_NORMAL, .width = 0, .pos = {0, 0}, .height = 0, .unk10 = 0, .unk12 = 0, .header = NULL}
#define WINDOW_TYPE_0 0
#define WINDOW_TYPE_WITHOUT_BORDER 1
#define WINDOW_TYPE_NORMAL 3
#define WINDOW_TYPE_FILL_TRANSPARENT 5
#define WINDOW_TYPE_WITH_HEADER 6
#define WINDOW_TYPE_7 7
#define MAX_WINDOWS 4
typedef struct WindowTemplates {
WindowTemplate id[MAX_WINDOWS];
} WindowTemplates;
#endif // GUARD_STR_TEXT_H