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/*************************************************************************/
/* godot_transform2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#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
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