d3dx8: Implement the C++ stuff of the D3DXVECTOR2 structure.
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1efd4c02e5
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74750c3c64
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@ -31,6 +31,32 @@
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typedef struct D3DXVECTOR2
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{
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#ifdef __cplusplus
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D3DXVECTOR2();
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D3DXVECTOR2(CONST FLOAT *pf);
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D3DXVECTOR2(FLOAT fx, FLOAT fy);
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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D3DXVECTOR2& operator += (CONST D3DXVECTOR2&);
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D3DXVECTOR2& operator -= (CONST D3DXVECTOR2&);
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D3DXVECTOR2& operator *= (FLOAT);
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D3DXVECTOR2& operator /= (FLOAT);
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D3DXVECTOR2 operator + () const;
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D3DXVECTOR2 operator - () const;
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D3DXVECTOR2 operator + (CONST D3DXVECTOR2&) const;
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D3DXVECTOR2 operator - (CONST D3DXVECTOR2&) const;
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D3DXVECTOR2 operator * (FLOAT) const;
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D3DXVECTOR2 operator / (FLOAT) const;
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friend D3DXVECTOR2 operator * (FLOAT, CONST D3DXVECTOR2&);
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BOOL operator == (CONST D3DXVECTOR2&) const;
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BOOL operator != (CONST D3DXVECTOR2&) const;
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#endif /* __cplusplus */
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FLOAT x, y;
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} D3DXVECTOR2, *LPD3DXVECTOR2;
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@ -21,6 +21,111 @@
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/*_______________D3DXCOLOR_____________________*/
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/* constructors & operators */
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#ifdef __cplusplus
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inline D3DXVECTOR2::D3DXVECTOR2()
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{
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}
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inline D3DXVECTOR2::D3DXVECTOR2(CONST FLOAT *pf)
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{
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if(!pf) return;
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x = pf[0];
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y = pf[1];
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}
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inline D3DXVECTOR2::D3DXVECTOR2(FLOAT fx, FLOAT fy)
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{
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x = fx;
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y = fy;
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}
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inline D3DXVECTOR2::operator FLOAT* ()
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{
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return (FLOAT*)&x;
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}
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inline D3DXVECTOR2::operator CONST FLOAT* () const
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{
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return (CONST FLOAT*)&x;
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}
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inline D3DXVECTOR2& D3DXVECTOR2::operator += (CONST D3DXVECTOR2& v)
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{
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x += v.x;
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y += v.y;
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return *this;
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}
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inline D3DXVECTOR2& D3DXVECTOR2::operator -= (CONST D3DXVECTOR2& v)
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{
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x -= v.x;
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y -= v.y;
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return *this;
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}
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inline D3DXVECTOR2& D3DXVECTOR2::operator *= (FLOAT f)
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{
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x *= f;
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y *= f;
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return *this;
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}
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inline D3DXVECTOR2& D3DXVECTOR2::operator /= (FLOAT f)
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{
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x /= f;
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y /= f;
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return *this;
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}
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inline D3DXVECTOR2 D3DXVECTOR2::operator + () const
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{
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return *this;
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}
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inline D3DXVECTOR2 D3DXVECTOR2::operator - () const
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{
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return D3DXVECTOR2(-x, -y);
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}
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inline D3DXVECTOR2 D3DXVECTOR2::operator + (CONST D3DXVECTOR2& v) const
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{
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return D3DXVECTOR2(x + v.x, y + v.y);
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}
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inline D3DXVECTOR2 D3DXVECTOR2::operator - (CONST D3DXVECTOR2& v) const
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{
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return D3DXVECTOR2(x - v.x, y - v.y);
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}
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inline D3DXVECTOR2 D3DXVECTOR2::operator * (FLOAT f) const
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{
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return D3DXVECTOR2(x * f, y * f);
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}
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inline D3DXVECTOR2 D3DXVECTOR2::operator / (FLOAT f) const
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{
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return D3DXVECTOR2(x / f, y / f);
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}
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inline D3DXVECTOR2 operator * (FLOAT f, CONST D3DXVECTOR2& v)
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{
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return D3DXVECTOR2(f * v.x, f * v.y);
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}
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inline BOOL D3DXVECTOR2::operator == (CONST D3DXVECTOR2& v) const
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{
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return x == v.x && y == v.y;
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}
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inline BOOL D3DXVECTOR2::operator != (CONST D3DXVECTOR2& v) const
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{
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return x != v.x || y != v.y;
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}
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#endif /* __cplusplus */
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static inline D3DXCOLOR* D3DXColorAdd(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2)
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{
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if ( !pout || !pc1 || !pc2 ) return NULL;
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