Now using Vector2 and Vector3 structs in functions

This commit is contained in:
Laurent Gomila committed 2012-03-09 01:08:08 +01:00
1 parent 69433eb0a4
commit 9d0d0588b2
28 files changed
+566 -608

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+31 -31
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@@ -59,9 +59,9 @@ void sfSprite_Destroy(sfSprite* sprite)
////////////////////////////////////////////////////////////
void sfSprite_SetPosition(sfSprite* sprite, float x, float y)
void sfSprite_SetPosition(sfSprite* sprite, sfVector2f position)
{
CSFML_CALL(sprite, SetPosition(x, y));
CSFML_CALL(sprite, SetPosition(position.x, position.y));
}
@@ -73,30 +73,30 @@ void sfSprite_SetRotation(sfSprite* sprite, float angle)
////////////////////////////////////////////////////////////
void sfSprite_SetScale(sfSprite* sprite, float factorX, float factorY)
void sfSprite_SetScale(sfSprite* sprite, sfVector2f scale)
{
CSFML_CALL(sprite, SetScale(factorX, factorY));
CSFML_CALL(sprite, SetScale(scale.x, scale.y));
}
////////////////////////////////////////////////////////////
void sfSprite_SetOrigin(sfSprite* sprite, float x, float y)
void sfSprite_SetOrigin(sfSprite* sprite, sfVector2f origin)
{
CSFML_CALL(sprite, SetOrigin(x, y));
CSFML_CALL(sprite, SetOrigin(origin.x, origin.y));
}
////////////////////////////////////////////////////////////
void sfSprite_GetPosition(const sfSprite* sprite, float* x, float* y)
sfVector2f sfSprite_GetPosition(const sfSprite* sprite)
{
CSFML_CHECK(sprite);
sfVector2f position = {0, 0};
CSFML_CHECK_RETURN(sprite, position);
sf::Vector2f point = sprite->This.GetPosition();
sf::Vector2f sfmlPos = sprite->This.GetPosition();
position.x = sfmlPos.x;
position.y = sfmlPos.y;
if (x)
*x = point.x;
if (y)
*y = point.y;
return position;
}
@@ -108,37 +108,37 @@ float sfSprite_GetRotation(const sfSprite* sprite)
////////////////////////////////////////////////////////////
void sfSprite_GetScale(const sfSprite* sprite, float* x, float* y)
sfVector2f sfSprite_GetScale(const sfSprite* sprite)
{
CSFML_CHECK(sprite);
sfVector2f scale = {0, 0};
CSFML_CHECK_RETURN(sprite, scale);
sf::Vector2f point = sprite->This.GetScale();
sf::Vector2f sfmlScale = sprite->This.GetScale();
scale.x = sfmlScale.x;
scale.y = sfmlScale.y;
if (x)
*x = point.x;
if (y)
*y = point.y;
return scale;
}
////////////////////////////////////////////////////////////
void sfSprite_GetOrigin(const sfSprite* sprite, float* x, float* y)
sfVector2f sfSprite_GetOrigin(const sfSprite* sprite)
{
CSFML_CHECK(sprite);
sfVector2f origin = {0, 0};
CSFML_CHECK_RETURN(sprite, origin);
sf::Vector2f point = sprite->This.GetOrigin();
sf::Vector2f sfmlOrigin = sprite->This.GetOrigin();
origin.x = sfmlOrigin.x;
origin.y = sfmlOrigin.y;
if (x)
*x = point.x;
if (y)
*y = point.y;
return origin;
}
////////////////////////////////////////////////////////////
void sfSprite_Move(sfSprite* sprite, float offsetX, float offsetY)
void sfSprite_Move(sfSprite* sprite, sfVector2f offset)
{
CSFML_CALL(sprite, Move(offsetX, offsetY));
CSFML_CALL(sprite, Move(offset.x, offset.y));
}
@@ -150,9 +150,9 @@ void sfSprite_Rotate(sfSprite* sprite, float angle)
////////////////////////////////////////////////////////////
void sfSprite_Scale(sfSprite* sprite, float factorX, float factorY)
void sfSprite_Scale(sfSprite* sprite, sfVector2f factors)
{
CSFML_CALL(sprite, Scale(factorX, factorY));
CSFML_CALL(sprite, Scale(factors.x, factors.y));
}