From c9e30f77540e9693ddecffc353964eb71e854842 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Fri, 20 May 2016 10:53:31 +0200 Subject: [PATCH] Review struct typedef to avoid pointers for users --- examples/physics_basic_rigidbody.c | 17 +++++++++-------- examples/physics_forces.c | 14 +++++++------- src/physac.c | 12 ++++++------ src/raylib.h | 12 ++++++------ 4 files changed, 28 insertions(+), 27 deletions(-) diff --git a/examples/physics_basic_rigidbody.c b/examples/physics_basic_rigidbody.c index 917813ad..cd09f070 100644 --- a/examples/physics_basic_rigidbody.c +++ b/examples/physics_basic_rigidbody.c @@ -30,26 +30,26 @@ int main() bool isDebug = false; // Create rectangle physic object - PhysicObject *rectangle = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 }); + PhysicObject rectangle = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 }); rectangle->rigidbody.enabled = true; // Enable physic object rigidbody behaviour rectangle->rigidbody.applyGravity = true; rectangle->rigidbody.friction = 0.1f; rectangle->rigidbody.bounciness = 6.0f; // Create square physic object - PhysicObject *square = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 }); + PhysicObject square = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 }); square->rigidbody.enabled = true; // Enable physic object rigidbody behaviour square->rigidbody.applyGravity = true; square->rigidbody.friction = 0.1f; // Create walls physic objects - PhysicObject *floor = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 }); - PhysicObject *leftWall = CreatePhysicObject((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight }); - PhysicObject *rightWall = CreatePhysicObject((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight }); - PhysicObject *roof = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 }); + PhysicObject floor = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 }); + PhysicObject leftWall = CreatePhysicObject((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight }); + PhysicObject rightWall = CreatePhysicObject((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight }); + PhysicObject roof = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 }); // Create pplatform physic object - PhysicObject *platform = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 }); + PhysicObject platform = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 }); //-------------------------------------------------------------------------------------- @@ -114,7 +114,8 @@ int main() // De-Initialization //-------------------------------------------------------------------------------------- - ClosePhysics(); // Unitialize physics module + ClosePhysics(); // Unitialize physics (including all loaded objects) + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/physics_forces.c b/examples/physics_forces.c index 74b40d57..f4eefa05 100644 --- a/examples/physics_forces.c +++ b/examples/physics_forces.c @@ -17,7 +17,7 @@ #define LINE_LENGTH 75 #define TRIANGLE_LENGTH 12 -void DrawRigidbodyCircle(PhysicObject *obj, Color color); +void DrawRigidbodyCircle(PhysicObject obj, Color color); int main() { @@ -36,7 +36,7 @@ int main() bool isDebug = false; // Create rectangle physic objects - PhysicObject *rectangles[3]; + PhysicObject rectangles[3]; for (int i = 0; i < 3; i++) { rectangles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 }); @@ -46,7 +46,7 @@ int main() // Create circles physic objects // NOTE: when creating circle physic objects, transform.scale must be { 0, 0 } and object radius must be defined in collider.radius and use this value to draw the circle. - PhysicObject *circles[3]; + PhysicObject circles[3]; for (int i = 0; i < 3; i++) { circles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 }); @@ -57,10 +57,10 @@ int main() } // Create walls physic objects - PhysicObject *leftWall = CreatePhysicObject((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight }); - PhysicObject *rightWall = CreatePhysicObject((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight }); - PhysicObject *topWall = CreatePhysicObject((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 }); - PhysicObject *bottomWall = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 }); + PhysicObject leftWall = CreatePhysicObject((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight }); + PhysicObject rightWall = CreatePhysicObject((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight }); + PhysicObject topWall = CreatePhysicObject((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 }); + PhysicObject bottomWall = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 }); //-------------------------------------------------------------------------------------- diff --git a/src/physac.c b/src/physac.c index ed707474..181488ac 100644 --- a/src/physac.c +++ b/src/physac.c @@ -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); diff --git a/src/raylib.h b/src/raylib.h index 32cd54a6..fc1914bb 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -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)