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-rw-r--r--modules/dlscript/godot/godot_transform2d.h48
1 files changed, 0 insertions, 48 deletions
diff --git a/modules/dlscript/godot/godot_transform2d.h b/modules/dlscript/godot/godot_transform2d.h
deleted file mode 100644
index 7403954527..0000000000
--- a/modules/dlscript/godot/godot_transform2d.h
+++ /dev/null
@@ -1,48 +0,0 @@
-#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