Alchemy
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RenderOutput Struct Reference

A render output: a sprite in a window's output list (a character, an icon or a portrait), with its VRAM cache slot and OAM attributes. More...

#include <graphics/render_input.h>

Data Fields

struct RenderOutput * next
 the next output in its list
s8 kind
 0 for a glyph; otherwise it owns VRAM cache slot index, freed with it, and 2 (a portrait) also its palette slot.
s8 active
 its UI_SPRITE_ motion; 0 while free
u16 x
 screen pixels
u16 y
 screen pixels
u16 unk0a
 not named by TBS code
u16 animStep
 step of its motion's animation
s8 index
 VRAM cache slot, or a glyph's tile after glyphTiles.
u8 sentinel
 depth slot it is drawn at (254 for glyphs)
u8 unk10 [4]
 The depth queue's link: with oam it is the sprite entry queued each frame, read as struct CursorSprite.
struct RenderOam oam

Detailed Description

A render output: a sprite in a window's output list (a character, an icon or a portrait), with its VRAM cache slot and OAM attributes.

Definition at line 62 of file render_input.h.

Field Documentation

◆ next

◆ kind

s8 RenderOutput::kind

0 for a glyph; otherwise it owns VRAM cache slot index, freed with it, and 2 (a portrait) also its palette slot.

Definition at line 66 of file render_input.h.

Referenced by CreateSideObject(), DjinnMenu_ShowChangePreview(), RenderOutput_Create(), RenderOutput_Release(), Shop_ConfirmAct(), Shop_DrawEquipComparison(), Shop_DrawStock(), Shop_PickUnitItem(), Shop_Run(), Shop_SetCursor(), UiText_DrawGlyph(), and UiWork_FinalizeEntityMatchingLocalizedId().

◆ active

◆ x

◆ y

◆ unk0a

u16 RenderOutput::unk0a

not named by TBS code

Definition at line 70 of file render_input.h.

◆ animStep

◆ index

◆ sentinel

◆ unk10

u8 RenderOutput::unk10[4]

The depth queue's link: with oam it is the sprite entry queued each frame, read as struct CursorSprite.

Definition at line 76 of file render_input.h.

◆ oam