2016-06-26 16:02:15 +02:00
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/*************************************************************************/
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2017-04-09 21:07:53 +02:00
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/* godot_transform2d.h */
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2016-06-26 16:02:15 +02:00
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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2017-01-01 22:01:57 +01:00
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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2017-04-08 00:11:42 +02:00
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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2016-06-26 16:02:15 +02:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2017-04-09 21:07:53 +02:00
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#ifndef GODOT_TRANSFORM2D_H
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#define GODOT_TRANSFORM2D_H
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2016-06-26 16:02:15 +02:00
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2017-04-09 21:07:53 +02:00
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#ifdef __cplusplus
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extern "C" {
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#endif
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2017-04-03 16:11:38 +02:00
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2017-04-09 21:07:53 +02:00
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#include <stdint.h>
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2017-04-03 16:11:38 +02:00
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2017-04-09 21:07:53 +02:00
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#ifndef GODOT_CORE_API_GODOT_TRANSFORM2D_TYPE_DEFINED
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#define GODOT_CORE_API_GODOT_TRANSFORM2D_TYPE_DEFINED
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typedef struct godot_transform2d {
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uint8_t _dont_touch_that[24];
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} godot_transform2d;
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#endif
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2017-04-03 16:11:38 +02:00
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2017-04-09 21:07:53 +02:00
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#include "../godot.h"
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2017-04-09 21:07:53 +02:00
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#include "godot_vector2.h"
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2017-04-03 16:11:38 +02:00
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2017-04-09 21:07:53 +02:00
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void GDAPI godot_transform2d_new_identity(godot_transform2d *p_t);
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void GDAPI godot_transform2d_new_elements(godot_transform2d *p_t, const godot_vector2 *p_a, const godot_vector2 *p_b, const godot_vector2 *p_c);
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void GDAPI godot_transform2d_new(godot_transform2d *p_t, const godot_real p_rot, const godot_vector2 *p_pos);
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/*
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godot_real GDAPI godot_transform2d_tdotx(const godot_transform2d *p_t, const godot_vector2 *p_v);
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godot_real GDAPI godot_transform2d_tdoty(const godot_transform2d *p_t, const godot_vector2 *p_v);
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*/
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godot_vector2 const GDAPI *godot_transform2d_const_index(const godot_transform2d *p_t, const godot_int p_idx);
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godot_vector2 GDAPI *godot_transform2d_index(godot_transform2d *p_t, const godot_int p_idx);
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godot_vector2 GDAPI godot_transform2d_get_axis(const godot_transform2d *p_t, const godot_int p_axis);
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void GDAPI godot_transform2d_set_axis(godot_transform2d *p_t, const godot_int p_axis, const godot_vector2 *p_vec);
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2017-04-09 21:07:53 +02:00
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/*
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void GDAPI godot_transform2d_invert(godot_transform2d *p_t);
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godot_transform2d GDAPI godot_transform2d_inverse(const godot_transform2d *p_t);
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*/
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2017-04-03 16:11:38 +02:00
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2017-04-09 21:07:53 +02:00
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// @Incomplete
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// I feel like it should be enough to expose get and set, the whole logic can be done in the bindings.
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2017-04-03 16:11:38 +02:00
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2017-04-09 21:07:53 +02:00
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#ifdef __cplusplus
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}
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2017-04-09 21:07:53 +02:00
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#endif
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#endif // GODOT_TRANSFORM2D_H
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