#ifndef GODOT_TRANSFORM2D_H #define GODOT_TRANSFORM2D_H #ifdef __cplusplus extern "C" { #endif #include #ifndef GODOT_CORE_API_GODOT_TRANSFORM2D_TYPE_DEFINED #define GODOT_CORE_API_GODOT_TRANSFORM2D_TYPE_DEFINED typedef struct godot_transform2d { uint8_t _dont_touch_that[24]; } godot_transform2d; #endif #include "../godot.h" #include "godot_vector2.h" void GDAPI godot_transform2d_new_identity(godot_transform2d *p_t); 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); void GDAPI godot_transform2d_new(godot_transform2d *p_t, const godot_real p_rot, const godot_vector2 *p_pos); /* godot_real GDAPI godot_transform2d_tdotx(const godot_transform2d *p_t, const godot_vector2 *p_v); godot_real GDAPI godot_transform2d_tdoty(const godot_transform2d *p_t, const godot_vector2 *p_v); */ godot_vector2 const GDAPI *godot_transform2d_const_index(const godot_transform2d *p_t, const godot_int p_idx); godot_vector2 GDAPI *godot_transform2d_index(godot_transform2d *p_t, const godot_int p_idx); godot_vector2 GDAPI godot_transform2d_get_axis(const godot_transform2d *p_t, const godot_int p_axis); void GDAPI godot_transform2d_set_axis(godot_transform2d *p_t, const godot_int p_axis, const godot_vector2 *p_vec); /* void GDAPI godot_transform2d_invert(godot_transform2d *p_t); godot_transform2d GDAPI godot_transform2d_inverse(const godot_transform2d *p_t); */ // @Incomplete // I feel like it should be enough to expose get and set, the whole logic can be done in the bindings. #ifdef __cplusplus } #endif #endif // GODOT_TRANSFORM2D_H