Updated to the new naming convention

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Laurent Gomila committed 2012-03-18 10:45:20 +01:00
1 parent 9d0d0588b2
commit 36904a45d9
99 files changed
+2409 -2369

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+22 -22
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@@ -33,68 +33,68 @@
////////////////////////////////////////////////////////////
/// Check if a point is inside a rectangle's area
////////////////////////////////////////////////////////////
sfBool sfFloatRect_Contains(const sfFloatRect* rect, float x, float y)
sfBool sfFloatRect_contains(const sfFloatRect* rect, float x, float y)
{
CSFML_CHECK_RETURN(rect, sfFalse);
return sf::FloatRect(rect->Left, rect->Top, rect->Width, rect->Height).Contains(x, y);
return sf::FloatRect(rect->left, rect->top, rect->width, rect->height).contains(x, y);
}
sfBool sfIntRect_Contains(const sfIntRect* rect, int x, int y)
sfBool sfIntRect_contains(const sfIntRect* rect, int x, int y)
{
CSFML_CHECK_RETURN(rect, sfFalse);
return sf::IntRect(rect->Left, rect->Top, rect->Width, rect->Height).Contains(x, y);
return sf::IntRect(rect->left, rect->top, rect->width, rect->height).contains(x, y);
}
////////////////////////////////////////////////////////////
/// Check intersection between two rectangles
////////////////////////////////////////////////////////////
sfBool sfFloatRect_Intersects(const sfFloatRect* rect1, const sfFloatRect* rect2, sfFloatRect* intersection)
sfBool sfFloatRect_intersects(const sfFloatRect* rect1, const sfFloatRect* rect2, sfFloatRect* intersection)
{
CSFML_CHECK_RETURN(rect1, sfFalse);
CSFML_CHECK_RETURN(rect2, sfFalse);
sf::FloatRect SFMLRect1(rect1->Left, rect1->Top, rect1->Width, rect1->Height);
sf::FloatRect SFMLRect2(rect2->Left, rect2->Top, rect2->Width, rect2->Height);
sf::FloatRect SFMLRect1(rect1->left, rect1->top, rect1->width, rect1->height);
sf::FloatRect SFMLRect2(rect2->left, rect2->top, rect2->width, rect2->height);
if (intersection)
{
sf::FloatRect overlap;
bool intersects = SFMLRect1.Intersects(SFMLRect2, overlap);
bool intersects = SFMLRect1.intersects(SFMLRect2, overlap);
intersection->Left = overlap.Left;
intersection->Top = overlap.Top;
intersection->Width = overlap.Width;
intersection->Height = overlap.Height;
intersection->left = overlap.left;
intersection->top = overlap.top;
intersection->width = overlap.width;
intersection->height = overlap.height;
return intersects;
}
else
{
return SFMLRect1.Intersects(SFMLRect2);
return SFMLRect1.intersects(SFMLRect2);
}
}
sfBool sfIntRect_Intersects(const sfIntRect* rect1, const sfIntRect* rect2, sfIntRect* intersection)
sfBool sfIntRect_intersects(const sfIntRect* rect1, const sfIntRect* rect2, sfIntRect* intersection)
{
CSFML_CHECK_RETURN(rect1, sfFalse);
CSFML_CHECK_RETURN(rect2, sfFalse);
sf::IntRect SFMLRect1(rect1->Left, rect1->Top, rect1->Width, rect1->Height);
sf::IntRect SFMLRect2(rect2->Left, rect2->Top, rect2->Width, rect2->Height);
sf::IntRect SFMLRect1(rect1->left, rect1->top, rect1->width, rect1->height);
sf::IntRect SFMLRect2(rect2->left, rect2->top, rect2->width, rect2->height);
if (intersection)
{
sf::IntRect overlap;
bool intersects = SFMLRect1.Intersects(SFMLRect2, overlap);
bool intersects = SFMLRect1.intersects(SFMLRect2, overlap);
intersection->Left = overlap.Left;
intersection->Top = overlap.Top;
intersection->Width = overlap.Width;
intersection->Height = overlap.Height;
intersection->left = overlap.left;
intersection->top = overlap.top;
intersection->width = overlap.width;
intersection->height = overlap.height;
return intersects;
}
else
{
return SFMLRect1.Intersects(SFMLRect2);
return SFMLRect1.intersects(SFMLRect2);
}
}