src/render/SDL_d3dmath.h
author Sam Lantinga <slouken@libsdl.org>
Fri, 26 Aug 2016 12:18:08 -0700
changeset 10226 cb13d22b7f09
parent 9998 f67cf37e9cd4
child 10737 3406a0f8b041
permissions -rw-r--r--
Added SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved()
Updated the removal code to iterate over all joystick add messages instead of just the first one.
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../SDL_internal.h"
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#if (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED
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/* Direct3D matrix math functions */
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typedef struct
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{
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    float x;
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    float y;
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} Float2;
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typedef struct
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{
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    float x;
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    float y;
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    float z;
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} Float3;
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typedef struct
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{
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    float x;
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    float y;
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    float z;
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    float w;
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} Float4;
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typedef struct
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{
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    union {
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        struct {
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            float _11, _12, _13, _14;
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            float _21, _22, _23, _24;
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            float _31, _32, _33, _34;
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            float _41, _42, _43, _44;
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        };
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        float m[4][4];
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    };
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} Float4X4;
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Float4X4 MatrixIdentity();
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Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2);
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Float4X4 MatrixScaling(float x, float y, float z);
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Float4X4 MatrixTranslation(float x, float y, float z);
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Float4X4 MatrixRotationX(float r);
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Float4X4 MatrixRotationY(float r);
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Float4X4 MatrixRotationZ(float r);
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#endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED */
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/* vi: set ts=4 sw=4 expandtab: */