Review struct typedef to avoid pointers for users

This commit is contained in:
raysan5 2016-05-20 10:53:31 +02:00
parent 03cc031d00
commit c9e30f7754
4 changed files with 28 additions and 27 deletions

View file

@ -49,7 +49,7 @@
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static PhysicObject *physicObjects[MAX_PHYSIC_OBJECTS]; // Physic objects pool
static PhysicObject physicObjects[MAX_PHYSIC_OBJECTS]; // Physic objects pool
static int physicObjectsCount; // Counts current enabled physic objects
static Vector2 gravityForce; // Gravity force
@ -463,10 +463,10 @@ void ClosePhysics()
}
// Create a new physic object dinamically, initialize it and add to pool
PhysicObject *CreatePhysicObject(Vector2 position, float rotation, Vector2 scale)
PhysicObject CreatePhysicObject(Vector2 position, float rotation, Vector2 scale)
{
// Allocate dynamic memory
PhysicObject *obj = (PhysicObject *)malloc(sizeof(PhysicObject));
PhysicObject obj = (PhysicObject)malloc(sizeof(PhysicObjectData));
// Initialize physic object values with generic values
obj->id = physicObjectsCount;
@ -498,7 +498,7 @@ PhysicObject *CreatePhysicObject(Vector2 position, float rotation, Vector2 scale
}
// Destroy a specific physic object and take it out of the list
void DestroyPhysicObject(PhysicObject *pObj)
void DestroyPhysicObject(PhysicObject pObj)
{
// Free dynamic memory allocation
free(physicObjects[pObj->id]);
@ -520,7 +520,7 @@ void DestroyPhysicObject(PhysicObject *pObj)
}
// Apply directional force to a physic object
void ApplyForce(PhysicObject *pObj, Vector2 force)
void ApplyForce(PhysicObject pObj, Vector2 force)
{
if (pObj->rigidbody.enabled)
{
@ -571,7 +571,7 @@ Rectangle TransformToRectangle(Transform transform)
}
// Draw physic object information at screen position
void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize)
void DrawPhysicObjectInfo(PhysicObject pObj, Vector2 position, int fontSize)
{
// Draw physic object ID
DrawText(FormatText("PhysicObject ID: %i - Enabled: %i", pObj->id, pObj->enabled), position.x, position.y, fontSize, BLACK);

View file

@ -535,13 +535,13 @@ typedef struct Collider {
int radius; // Used for COLLIDER_CIRCLE
} Collider;
typedef struct PhysicObject {
typedef struct PhysicObjectData {
unsigned int id;
Transform transform;
Rigidbody rigidbody;
Collider collider;
bool enabled;
} PhysicObject;
} PhysicObjectData, *PhysicObject;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
@ -856,14 +856,14 @@ void InitPhysics(Vector2 gravity);
void UpdatePhysics(); // Update physic objects, calculating physic behaviours and collisions detection
void ClosePhysics(); // Unitialize all physic objects and empty the objects pool
PhysicObject *CreatePhysicObject(Vector2 position, float rotation, Vector2 scale); // Create a new physic object dinamically, initialize it and add to pool
void DestroyPhysicObject(PhysicObject *pObj); // Destroy a specific physic object and take it out of the list
PhysicObject CreatePhysicObject(Vector2 position, float rotation, Vector2 scale); // Create a new physic object dinamically, initialize it and add to pool
void DestroyPhysicObject(PhysicObject pObj); // Destroy a specific physic object and take it out of the list
void ApplyForce(PhysicObject *pObj, Vector2 force); // Apply directional force to a physic object
void ApplyForce(PhysicObject pObj, Vector2 force); // Apply directional force to a physic object
void ApplyForceAtPosition(Vector2 position, float force, float radius); // Apply radial force to all physic objects in range
Rectangle TransformToRectangle(Transform transform); // Convert Transform data type to Rectangle (position and scale)
void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize); // Draw physic object information at screen position
void DrawPhysicObjectInfo(PhysicObject pObj, Vector2 position, int fontSize); // Draw physic object information at screen position
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)