Rename structs to more sane things
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@@ -8,7 +8,7 @@
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#include <stdbool.h>
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#include <chipmunk/chipmunk.h>
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struct mShader;
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struct shader;
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struct sprite;
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struct component;
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@@ -23,7 +23,7 @@ struct editor {
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char rootPrefabName[MAXNAME];
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};
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struct mGameObject {
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struct gameobject {
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struct mTransform transform;
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struct editor editor;
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cpBodyType bodytype;
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@@ -36,35 +36,35 @@ struct mGameObject {
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char *script;
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};
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extern struct mGameObject *gameobjects;
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extern struct gameobject *gameobjects;
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struct mGameObject *MakeGameobject();
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struct gameobject *MakeGameobject();
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void init_gameobjects();
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void gameobject_delete(int id);
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void clear_gameobjects();
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int number_of_gameobjects();
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void set_n_gameobjects(int n);
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void setup_model_transform(struct mTransform *t, struct mShader *s, float scale);
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void toggleprefab(struct mGameObject *go);
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struct mGameObject *get_gameobject_from_id(int id);
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void gameobject_save(struct mGameObject *go, FILE * file);
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void gameobject_addcomponent(struct mGameObject *go, struct component *c);
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void gameobject_delcomponent(struct mGameObject *go, int n);
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void gameobject_loadcomponent(struct mGameObject *go, int id);
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void setup_model_transform(struct mTransform *t, struct shader *s, float scale);
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void toggleprefab(struct gameobject *go);
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struct gameobject *get_gameobject_from_id(int id);
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void gameobject_save(struct gameobject *go, FILE * file);
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void gameobject_addcomponent(struct gameobject *go, struct component *c);
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void gameobject_delcomponent(struct gameobject *go, int n);
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void gameobject_loadcomponent(struct gameobject *go, int id);
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void gameobject_saveprefab(struct mGameObject *go);
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void gameobject_saveprefab(struct gameobject *go);
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void gameobject_makefromprefab(char *path);
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void gameobject_syncprefabs(char *revertPath);
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void gameobject_revertprefab(struct mGameObject *go);
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void gameobject_revertprefab(struct gameobject *go);
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void gameobject_init(struct mGameObject *go, FILE * fprefab);
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void gameobject_init(struct gameobject *go, FILE * fprefab);
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void gameobject_update(struct mGameObject *go);
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void gameobject_update(struct gameobject *go);
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void update_gameobjects();
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void gameobject_move(struct mGameObject *go, float xs, float ys);
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void gameobject_rotate(struct mGameObject *go, float as);
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void gameobject_move(struct gameobject *go, float xs, float ys);
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void gameobject_rotate(struct gameobject *go, float as);
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void object_gui(struct mGameObject *go);
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void object_gui(struct gameobject *go);
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#endif
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