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Add names to all typedef'd structs, unions, and enums (#2028)

* Add names to all typedef'd structs, unions, and enums

* wtf vs code

* Use a better regex
This commit is contained in:
cadmic 2024-08-12 00:07:48 -07:00 committed by GitHub
parent 672728455d
commit e6bc4bd8cb
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GPG key ID: B5690EEEBB952194
426 changed files with 1417 additions and 1417 deletions

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@ -99,7 +99,7 @@
#define STACK_TOP(stack) \
((u8*)(stack) + sizeof(stack))
typedef struct {
typedef struct KaleidoMgrOverlay {
/* 0x00 */ void* loadedRamAddr;
/* 0x04 */ RomFile file;
/* 0x0C */ void* vramStart;
@ -108,22 +108,22 @@ typedef struct {
/* 0x18 */ const char* name;
} KaleidoMgrOverlay; // size = 0x1C
typedef enum {
typedef enum KaleidoOverlayType {
/* 0 */ KALEIDO_OVL_KALEIDO_SCOPE,
/* 1 */ KALEIDO_OVL_PLAYER_ACTOR,
/* 2 */ KALEIDO_OVL_MAX
} KaleidoOverlayType;
typedef enum {
typedef enum LensMode {
/* 0 */ LENS_MODE_SHOW_ACTORS, // lens actors are invisible by default, and shown by using lens (for example, invisible enemies)
/* 1 */ LENS_MODE_HIDE_ACTORS // lens actors are visible by default, and hidden by using lens (for example, fake walls)
} LensMode;
typedef struct {
typedef struct SetupState {
/* 0x00 */ GameState state;
} SetupState; // size = 0xA4
typedef struct {
typedef struct ConsoleLogoState {
/* 0x0000 */ GameState state;
/* 0x00A4 */ u8* staticSegment;
/* 0x00A8 */ View view;
@ -141,7 +141,7 @@ typedef struct {
struct MapSelectState;
typedef struct {
typedef struct SceneSelectEntry {
/* 0x00 */ char* name;
/* 0x04 */ void (*loadFunc)(struct MapSelectState*, s32);
/* 0x08 */ s32 entranceIndex;
@ -169,7 +169,7 @@ typedef struct MapSelectState {
/* 0x0238 */ u8* staticSegment;
} MapSelectState; // size = 0x240
typedef struct {
typedef struct SampleState {
/* 0x0000 */ GameState state;
/* 0x00A4 */ u8* staticSegment;
/* 0x00A8 */ View view;
@ -182,7 +182,7 @@ typedef struct QuestHintCmd {
/* 0x03 */ u8 byte3;
} QuestHintCmd; // size = 0x4
typedef enum {
typedef enum PauseBgPreRenderState {
/* 0 */ PAUSE_BG_PRERENDER_OFF, // Inactive, do nothing.
/* 1 */ PAUSE_BG_PRERENDER_SETUP, // The current frame is only drawn for the purpose of serving as the pause background.
/* 2 */ PAUSE_BG_PRERENDER_PROCESS, // The previous frame was PAUSE_BG_PRERENDER_SETUP, now apply prerender filters.
@ -190,19 +190,19 @@ typedef enum {
/* 4 */ PAUSE_BG_PRERENDER_MAX
} PauseBgPreRenderState;
typedef enum {
typedef enum TransitionTileState {
/* 0 */ TRANS_TILE_OFF, // Inactive, do nothing
/* 1 */ TRANS_TILE_SETUP, // Save the necessary buffers
/* 2 */ TRANS_TILE_PROCESS, // Initialize the transition
/* 3 */ TRANS_TILE_READY // The transition is ready, so will update and draw each frame
} TransitionTileState;
typedef struct {
typedef struct TitleSetupState {
/* 0x0000 */ GameState state;
/* 0x00A8 */ View view;
} TitleSetupState; // size = 0x1D0
typedef struct {
typedef struct FileSelectState {
/* 0x00000 */ GameState state;
/* 0x000A4 */ Vtx* windowVtx;
/* 0x000A8 */ u8* staticSegment;
@ -299,13 +299,13 @@ typedef struct {
(((field) >> ENTRANCE_INFO_START_TRANS_TYPE_SHIFT) \
& (ENTRANCE_INFO_START_TRANS_TYPE_MASK >> ENTRANCE_INFO_START_TRANS_TYPE_SHIFT))
typedef struct {
typedef struct EntranceInfo {
/* 0x00 */ s8 sceneId;
/* 0x01 */ s8 spawn;
/* 0x02 */ u16 field;
} EntranceInfo; // size = 0x4
typedef struct {
typedef struct GameStateOverlay {
/* 0x00 */ void* loadedRamAddr;
/* 0x04 */ RomFile file; // if applicable
/* 0x0C */ void* vramStart; // if applicable
@ -319,13 +319,13 @@ typedef struct {
/* 0x2C */ u32 instanceSize;
} GameStateOverlay; // size = 0x30
typedef struct {
typedef struct PreNMIState {
/* 0x00 */ GameState state;
/* 0xA4 */ u32 timer;
/* 0xA8 */ UNK_TYPE4 unk_A8;
} PreNMIState; // size = 0xAC
typedef enum {
typedef enum FloorID {
/* 1 */ F_8F = 1,
/* 2 */ F_7F,
/* 3 */ F_6F,
@ -347,7 +347,7 @@ typedef enum {
// All arrays pointed in this struct are indexed by "map indices"
// In dungeons, the map index corresponds to the dungeon index (which also indexes keys, items, etc)
// In overworld areas, the map index corresponds to the overworld area index (spot 00, 01, etc)
typedef struct {
typedef struct MapData {
/* 0x00 */ s16 (*floorTexIndexOffset)[8]; // dungeon texture index offset by floor
/* 0x04 */ s16* bossFloor; // floor the boss is on
/* 0x08 */ s16 (*roomPalette)[32]; // map palette by room
@ -396,7 +396,7 @@ typedef struct DebugDispObject {
/* 0x28 */ struct DebugDispObject* next;
} DebugDispObject; // size = 0x2C
typedef enum {
typedef enum MatrixMode {
/* 0 */ MTXMODE_NEW, // generates a new matrix
/* 1 */ MTXMODE_APPLY // applies transformation to the current matrix
} MatrixMode;
@ -411,13 +411,13 @@ typedef struct StackEntry {
/* 0x18 */ const char* name;
} StackEntry;
typedef enum {
typedef enum StackStatus {
/* 0 */ STACK_STATUS_OK,
/* 1 */ STACK_STATUS_WARNING,
/* 2 */ STACK_STATUS_OVERFLOW
} StackStatus;
typedef struct {
typedef struct ISVDbg {
/* 0x00 */ u32 magic; // IS64
/* 0x04 */ u32 get;
/* 0x08 */ u8 unk_08[0x14-0x08];
@ -426,7 +426,7 @@ typedef struct {
/* 0x20 */ u8 data[0x10000-0x20];
} ISVDbg;
typedef struct {
typedef struct LocaleCartInfo {
/* 0x00 */ char name[0x18];
/* 0x18 */ u32 mediaFormat;
/* 0x1C */ union {
@ -439,7 +439,7 @@ typedef struct {
};
} LocaleCartInfo; // size = 0x20
typedef struct {
typedef struct Yaz0Header {
/* 0x00 */ char magic[4]; // Yaz0
/* 0x04 */ u32 decSize;
/* 0x08 */ u32 compInfoOffset; // only used in mio0
@ -486,7 +486,7 @@ typedef struct ArenaNode {
#define R_MIPS_LO16 6
/* Reloc section id, must fit in 2 bits otherwise the relocation format must be modified */
typedef enum {
typedef enum RelocSectionId {
/* 0 */ RELOC_SECTION_NULL,
/* 1 */ RELOC_SECTION_TEXT,
/* 2 */ RELOC_SECTION_DATA,
@ -508,21 +508,21 @@ typedef struct OverlayRelocationSection {
// where 64-bit load/store instructions are emulated with 2x 32-bit load/store instructions. The alignment attribute
// conveys that this structure will not always be 8-bytes aligned, allowing a modern compiler to generate non-crashing
// code for accessing these. This is not an issue in the original compiler as it only output O32 ABI code.
ALIGNED(4) typedef struct {
ALIGNED(4) typedef struct PreNmiBuff {
/* 0x00 */ u32 resetting;
/* 0x04 */ u32 resetCount;
/* 0x08 */ OSTime duration;
/* 0x10 */ OSTime resetTime;
} PreNmiBuff; // size = 0x18 (actually osAppNMIBuffer is 0x40 bytes large but the rest is unused)
typedef enum {
typedef enum ViModeEditState {
/* 0 */ VI_MODE_EDIT_STATE_INACTIVE,
/* 1 */ VI_MODE_EDIT_STATE_ACTIVE,
/* 2 */ VI_MODE_EDIT_STATE_2, // active, more adjustments
/* 3 */ VI_MODE_EDIT_STATE_3 // active, more adjustments, print comparison with NTSC LAN1 mode
} ViModeEditState;
typedef struct {
typedef struct ViMode {
/* 0x00 */ OSViMode customViMode;
/* 0x50 */ s32 viHeight;
/* 0x54 */ s32 viWidth;