3#include <game/framework/f_profile_name.hpp>
11#define CUSTOM_BASE_PROFILE(profName, className, executeOrder, drawOrder) void *className##_classInit() { return new className(); } \
12 fProf::fBaseProfile_c g_profile_##profName = { &className##_classInit, executeOrder, drawOrder }
16#define CUSTOM_ACTOR_PROFILE(profName, className, executeOrder, drawOrder, properties) void *className##_classInit() { return new className(); } \
17 fProf::fActorProfile_c g_profile_##profName = { &className##_classInit, executeOrder, drawOrder, properties }
23#define BASE_PROFILE(profName, className) CUSTOM_BASE_PROFILE(profName, className, fProf::profName, fProf::DRAW_ORDER::profName);
29#define ACTOR_PROFILE(profName, className, properties) CUSTOM_ACTOR_PROFILE(profName, className, fProf::profName, fProf::DRAW_ORDER::profName, properties);
55 void *(*mpClassInit)();
62 void *(*mpClassInit)();
A manager for the profile list.
static const fProfilePtr_c(* m_data_p)[fProf::PROFILE_COUNT]
A list of all profiles.
char * dProf_getName(ProfileName profName)
Obtains a string representing the profile name.
u16 ProfileName
The name of a profile. Value is a fProf::PROFILE_NAME_e.
@ PROFILE_COUNT
The total number of profiles.
For all profile related structures.
A set of basic information needed to construct an actor base.
u16 mExecuteOrder
The execution priority of the base. Lower values mean higher priority.
u16 mDrawOrder
The draw priority of the base. Lower values mean higher priority.
u32 mActorProperties
Various actor-related properties.
A set of basic information needed to construct a generic base.
u16 mExecuteOrder
The execution priority of the base. Lower values mean higher priority.
u16 mDrawOrder
The draw priority of the base. Lower values mean higher priority.
const fProf::fBaseProfile_c * mBaseProfile
A base profile.
const fProf::fActorProfile_c * mActorProfile
An actor profile.