Esempio n. 1
0
bool spriteBatch_deleteSprite(SpriteBatch_t *aBatch, Sprite_t *aSprite)
{
    bool ret = llist_deleteValue(aBatch->sprites, aSprite);
    if(ret)
        --aBatch->spriteCount;
    return ret;
}
Esempio n. 2
0
void input_endEvent(InputManager_t *aManager, Input_type_t aType, unsigned char *aCode)
{
    _InputEvent_t *event;
    if(!_input_eventIsActive(aManager, aType, aCode, &event))
        return;
    Input_type_t state = event->state == kInputState_down ? kInputState_up : kInputState_down;
    input_postMomentaryEvent(aManager, aType, aCode, &event->location, state);
    llist_deleteValue(aManager->activeEvents, event);
    free(event);
}
Esempio n. 3
0
bool input_removeObserver(InputManager_t *aManager, InputObserver_t *aObserver)
{
    return llist_deleteValue(aManager->observers, aObserver);
}
Esempio n. 4
0
void world_removeEntity(World_t *aWorld, WorldEntity_t *aEntity)
{
    llist_apply(aEntity->shapes, (LinkedListApplier_t)&_removeShapeFromSpace, aWorld);
    aEntity->world = NULL;
    llist_deleteValue(aWorld->entities, aEntity);
}