#ifndef _DECODE #define _DECODE #include "MetroidPrime/CArchMsgParmControllerStatus.hpp" #include "MetroidPrime/CArchMsgParmInt32.hpp" #include "MetroidPrime/CArchMsgParmInt32Int32VoidPtr.hpp" #include "MetroidPrime/CArchMsgParmNull.hpp" #include "MetroidPrime/CArchMsgParmReal32.hpp" #include "MetroidPrime/CArchMsgParmUserInput.hpp" #include "MetroidPrime/CArchitectureMessage.hpp" class CIOWin; namespace MakeMsg { const CArchMsgParmNull& GetParmDeleteIOWin(const CArchitectureMessage& msg); CArchitectureMessage CreateCreateIOWin(EArchMsgTarget target, const int& pmin, const int& pmax, CIOWin* const &); const CArchMsgParmInt32Int32VoidPtr& GetParmCreateIOWin(const CArchitectureMessage& msg); const CArchMsgParmInt32Int32VoidPtr& GetParmChangeIOWinPriority(const CArchitectureMessage& msg); CArchitectureMessage CreateTimerTick(EArchMsgTarget target, const float& val); const CArchMsgParmReal32& GetParmTimerTick(const CArchitectureMessage& msg); CArchitectureMessage CreateUserInput(EArchMsgTarget target, const CFinalInput& input); const CArchMsgParmUserInput& GetParmUserInput(const CArchitectureMessage& msg); const CArchMsgParmInt32& GetParmNewGameflowState(const CArchitectureMessage& msg); CArchitectureMessage CreateControllerStatus(EArchMsgTarget target, const short& chan, const bool& connected); CArchitectureMessage CreateQuitGameplay(EArchMsgTarget target); CArchitectureMessage CreateFrameBegin(EArchMsgTarget target, const int& a); CArchitectureMessage CreateFrameEnd(EArchMsgTarget target, const int& a); } // namespace MakeMsg #endif // _DECODE