NDSummary.OnToolTipsLoaded("File:game/sequence.h",{166:"
inline void Sequence_Initialize(
u8 wait,
SeqEventCB event,
SeqDrawCB draw,
SeqInputCB input
)
Initialize the sequencer
",167:"
inline void Sequence_SetActions(
const SeqAction* left,
const SeqAction* right
)
Initialize the left and right move actions
",168:"
inline void Sequence_InitializeTimeline(
const SeqKey** timelines
)
Initialize the timeline table
",169:"
inline void Sequence_SetSynchFrames(
u8 frames
)
Set the synchronization display frame count
",170:"
inline void Sequence_SetEventCallback(
SeqEventCB event
)
Set the event callback function
",171:"
inline void Sequence_SetDrawCallback(
SeqDrawCB draw
)
Set the draw callback function
",172:"
inline void Sequence_SetDirty()
Set dirty flag to force redraw
",173:"
inline void Sequence_SetFinished()
Set finish flag to force redraw
",174:"
inline void Sequence_HideCursor()
Set hide cursor flag
",175:"
inline void Sequence_ShowCursor()
Reset hide cursor flag
",176:"
inline void Sequence_SetNextFrame(
u8 frame
)
Set next frame to be rendered
",177:"
inline void Sequence_SetCursor(
u8 x,
u8 y
)
Set the cursor position
",178:"
inline u8 Sequence_GetCursorX()
Get the cursor X coordinate
",179:"
inline u8 Sequence_GetCursorY()
Get the cursor Y coordinate
",180:"
inline void Sequence_MoveCursor(
i8 x,
i8 y
)
Move the cursor position
",181:"
inline void Sequence_SetCustomCursor(
u8 cursor
)
Set a custom cursor pattern Parameters: cursor - Custum cursor pattern index (can\'t be 0)
",182:"
inline u8 Sequence_GetCustomCursor()
Get the current custom cursor pattern
",183:"
inline bool Sequence_HasCustomCursor()
Check if a custom cursor pattern is set
",184:"
inline void Sequence_ClearCustomCursor()
Clear custom cursor pattern
",185:"
void Sequence_Play(
const Sequence* seq,
u8 frame
)
Play a sequence
",186:"
Start a pan sequence transition
",187:"
inline const Sequence* Sequence_GetCurrent()
Get the current sequence
",188:"
inline u8 Sequence_GetFrame()
Get the current frame number
",189:"
inline u8 Sequence_GetInput()
Get the current input flags Return: Current input flags
",190:"
inline bool Sequence_CheckInput(
u8 in
)
Check if specific input flag is set
",191:"
bool Sequence_CheckArea(
const SeqActionArea* area
)
Check if cursor is in area
",192:"
inline void Sequence_SetActionCallback(
callback cb
)
Set action callback
",193:"
inline void Sequence_SetHoverAction(
const SeqAction* act
)
Set the action hovered by the cursor
",194:"
inline const SeqAction* Sequence_GetHoverAction()
Get the action hovered by the cursor
",195:"
void Sequence_Update()
Update current sequence and check for interactions
",196:"
void Sequence_Interrupt()
Interruption handler
",197:"
void Sequence_Wait()
Wait for sequence synchronization
"});