GAE_Pointer_t* GAE_Pointer_create(const unsigned int axes, const unsigned int buttons) { GAE_Pointer_t* pointer = (GAE_Pointer_t*)malloc(sizeof(GAE_Pointer_t)); unsigned int index = 0U; float depressed = 0.0F; pointer->axes = GAE_Array_create(sizeof(float)); for (index = 0U; index < axes; ++index) GAE_Array_push(pointer->axes, (void*)&depressed); pointer->buttons = GAE_Array_create(sizeof(float)); for (index = 0U; index < buttons; ++index) GAE_Array_push(pointer->buttons, (void*)&depressed); return pointer; }
GAE_Pointer_t* GAE_Pointer_create(const unsigned int axes, const unsigned int buttons) { GAE_Pointer_t* pointer = malloc(sizeof(GAE_Pointer_t)); unsigned int index = 0U; pointer->axes = GAE_Array_create(sizeof(float)); for (index = 0U; index < axes; ++index) { float* value = malloc(sizeof(float)); *value = 0.0F; GAE_Array_push(pointer->axes, value); } pointer->buttons = GAE_Array_create(sizeof(float)); for (index = 0U; index < buttons; ++index) { float* value = malloc(sizeof(float)); *value = 0.0F; GAE_Array_push(pointer->buttons, value); } return pointer; }
GAE_Material_t* GAE_Material_addTexture(GAE_Material_t* material, GAE_Texture_t* const texture) { GAE_Array_push(material->textures, texture); return material; }
GAE_StateStack_t* GAE_StateStack_replace(GAE_StateStack_t* stack, GAE_State_t* state) { free(GAE_Array_pop(stack->stack)); GAE_Array_push(stack->stack, state); return stack; }
GAE_StateStack_t* GAE_StateStack_push(GAE_StateStack_t* stack, GAE_State_t* state) { GAE_Array_push(stack->stack, state); return stack; }