534d62d2f4
This adds GDNative as a separate class type. It can be used to interface with native libraries by using "native calls", which can be registered by modules (and in future other GDNative libraries?). It also reworks the currently called "GDNativeScript" into a "NativeScript" that just makes use of the new GDNative instead of it being the component that implements that functionality.
86 lines
4 KiB
C++
86 lines
4 KiB
C++
/*************************************************************************/
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/* rect2.h */
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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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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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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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#ifndef GODOT_RECT2_H
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#define GODOT_RECT2_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include <stdint.h>
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#ifndef GODOT_CORE_API_GODOT_RECT2_TYPE_DEFINED
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#define GODOT_CORE_API_GODOT_RECT2_TYPE_DEFINED
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typedef struct godot_rect2 {
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uint8_t _dont_touch_that[16];
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} godot_rect2;
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#endif
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#include "gdnative.h"
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#include "vector2.h"
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void GDAPI godot_rect2_new_with_position_and_size(godot_rect2 *r_dest, const godot_vector2 *p_pos, const godot_vector2 *p_size);
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void GDAPI godot_rect2_new(godot_rect2 *r_dest, const godot_real p_x, const godot_real p_y, const godot_real p_width, const godot_real p_height);
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godot_string GDAPI godot_rect2_as_string(const godot_rect2 *p_self);
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godot_real GDAPI godot_rect2_get_area(const godot_rect2 *p_self);
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godot_bool GDAPI godot_rect2_intersects(const godot_rect2 *p_self, const godot_rect2 *p_b);
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godot_bool GDAPI godot_rect2_encloses(const godot_rect2 *p_self, const godot_rect2 *p_b);
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godot_bool GDAPI godot_rect2_has_no_area(const godot_rect2 *p_self);
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godot_rect2 GDAPI godot_rect2_clip(const godot_rect2 *p_self, const godot_rect2 *p_b);
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godot_rect2 GDAPI godot_rect2_merge(const godot_rect2 *p_self, const godot_rect2 *p_b);
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godot_bool GDAPI godot_rect2_has_point(const godot_rect2 *p_self, const godot_vector2 *p_point);
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godot_rect2 GDAPI godot_rect2_grow(const godot_rect2 *p_self, const godot_real p_by);
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godot_rect2 GDAPI godot_rect2_expand(const godot_rect2 *p_self, const godot_vector2 *p_to);
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godot_bool GDAPI godot_rect2_operator_equal(const godot_rect2 *p_self, const godot_rect2 *p_b);
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godot_vector2 GDAPI godot_rect2_get_position(const godot_rect2 *p_self);
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godot_vector2 GDAPI godot_rect2_get_size(const godot_rect2 *p_self);
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void GDAPI godot_rect2_set_position(godot_rect2 *p_self, const godot_vector2 *p_pos);
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void GDAPI godot_rect2_set_size(godot_rect2 *p_self, const godot_vector2 *p_size);
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#ifdef __cplusplus
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}
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#endif
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#endif // GODOT_RECT2_H
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