virtualx-engine/modules/dlscript/godot/godot_transform2d.h
Karroffel fd55308786 added dlscript module
This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan.

This adds a module to Godot that enables the use of dynamic libraries as a source for scripts.
That also allows third party libraries to be linked to Godot more easily and without creating modules.

For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md
2017-04-03 17:20:11 +02:00

48 lines
1.6 KiB
C++

#ifndef GODOT_TRANSFORM2D_H
#define GODOT_TRANSFORM2D_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#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