Use `bool` instead of `_Bool`

This commit is contained in:
KikooDX 2020-09-28 14:05:41 +02:00
parent 01c8782e8c
commit 559c00a840
4 changed files with 20 additions and 19 deletions

View File

@ -10,10 +10,10 @@
/* return tile at the given position
* -1 is out of bound */
uint8_t collide_point(Vec point, const Level *level, uint layer);
_Bool collide_right(Player *player, Vec position, const Level *level, uint layer_id);
_Bool collide_left(Player *player, Vec position, const Level *level, uint layer_id);
_Bool collide_down(Player *player, Vec position, const Level *level, uint layer_id);
_Bool collide_up(Player *player, Vec position, const Level *level, uint layer_id);
_Bool collide_full(Player *player, Vec position, const Level *level, uint layer_id);
bool collide_right(Player *player, Vec position, const Level *level, uint layer_id);
bool collide_left(Player *player, Vec position, const Level *level, uint layer_id);
bool collide_down(Player *player, Vec position, const Level *level, uint layer_id);
bool collide_up(Player *player, Vec position, const Level *level, uint layer_id);
bool collide_full(Player *player, Vec position, const Level *level, uint layer_id);
#endif /* _DEF_PLAYER_COLLIDE */

View File

@ -2,6 +2,7 @@
#define _DEF_INPUT
#include <gint/defs/types.h>
#include <stdbool.h>
#define KEYS_COUNT 5
@ -35,9 +36,9 @@ void input_init(Input *input);
/* display all keys states and information */
void input_draw_debug(Input *input);
_Bool input_is_pressed(Input *input, uint8_t key);
_Bool input_is_down(Input *input, uint8_t key);
_Bool input_is_released(Input *input, uint8_t key);
_Bool input_is_up(Input *input, uint8_t key);
bool input_is_pressed(Input *input, uint8_t key);
bool input_is_down(Input *input, uint8_t key);
bool input_is_released(Input *input, uint8_t key);
bool input_is_up(Input *input, uint8_t key);
#endif /* _DEF_INPUT */

View File

@ -21,7 +21,7 @@ uint8_t collide_point(Vec point, const Level *level, uint layer_id)
}
}
_Bool collide_right(Player *player, Vec position, const Level *level, uint layer_id)
bool collide_right(Player *player, Vec position, const Level *level, uint layer_id)
{
Vec pos;
vec_cpy(&pos, position);
@ -39,7 +39,7 @@ _Bool collide_right(Player *player, Vec position, const Level *level, uint layer
return false;
}
_Bool collide_left(Player *player, Vec position, const Level *level, uint layer_id)
bool collide_left(Player *player, Vec position, const Level *level, uint layer_id)
{
Vec pos;
vec_cpy(&pos, position);
@ -56,7 +56,7 @@ _Bool collide_left(Player *player, Vec position, const Level *level, uint layer_
return false;
}
_Bool collide_down(Player *player, Vec position, const Level *level, uint layer_id)
bool collide_down(Player *player, Vec position, const Level *level, uint layer_id)
{
Vec pos;
vec_cpy(&pos, position);
@ -74,7 +74,7 @@ _Bool collide_down(Player *player, Vec position, const Level *level, uint layer_
return false;
}
_Bool collide_up(Player *player, Vec position, const Level *level, uint layer_id)
bool collide_up(Player *player, Vec position, const Level *level, uint layer_id)
{
Vec pos;
vec_cpy(&pos, position);
@ -91,7 +91,7 @@ _Bool collide_up(Player *player, Vec position, const Level *level, uint layer_id
return false;
}
_Bool collide_full(Player *player, Vec position, const Level *level, uint layer_id)
bool collide_full(Player *player, Vec position, const Level *level, uint layer_id)
{
return collide_up(player, position, level, layer_id) ||
collide_down(player, position, level, layer_id);

View File

@ -13,7 +13,7 @@ void input_step(Input *input)
uint8_t *state = &input->states[i];
uint8_t key = input->keys[i];
/* get if the key is pressed */
_Bool pressed = keydown(key);
bool pressed = keydown(key);
/* update input status */
if (pressed)
{
@ -53,22 +53,22 @@ void input_draw_debug(Input *input)
}
}
_Bool input_is_pressed(Input *input, uint8_t key)
bool input_is_pressed(Input *input, uint8_t key)
{
return input->states[key] == S_PRESSED;
}
_Bool input_is_down(Input *input, uint8_t key)
bool input_is_down(Input *input, uint8_t key)
{
return (input->states[key] == S_DOWN) || (input->states[key] == S_PRESSED);
}
_Bool input_is_released(Input *input, uint8_t key)
bool input_is_released(Input *input, uint8_t key)
{
return input->states[key] == S_RELEASED;
}
_Bool input_is_up(Input *input, uint8_t key)
bool input_is_up(Input *input, uint8_t key)
{
return (input->states[key] == S_UP) || (input->states[key] == S_RELEASED);
}