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author | Vito Caputo <vcaputo@pengaru.com> | 2018-06-09 16:53:12 -0700 |
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committer | Vito Caputo <vcaputo@pengaru.com> | 2018-06-09 16:53:12 -0700 |
commit | 5caa894a3612b8bc090271f5c26daa556237dd97 (patch) | |
tree | 0db69c29a6985054f1e35f3c9319435081234faf /src/stage.h | |
parent | b243bf632251042bc8554b2303925a8942aebfe2 (diff) |
libstage: add stage_node_set_static()
Static nodes are unaffected by stage movement, or if later there's a
hierarchy in the stage, this would probably escape all ancestral influence.
The anticipated use case is overlays like consoles, HUDs, and scores etc.
Things which don't move with the dynamic game field.
Diffstat (limited to 'src/stage.h')
-rw-r--r-- | src/stage.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/stage.h b/src/stage.h index f5d38e6..f157653 100644 --- a/src/stage.h +++ b/src/stage.h @@ -56,6 +56,7 @@ void stage_node_set_origin(const stage_t *stage, stage_node_t *node, v2f_t *orig void stage_node_get_origin(const stage_t *stage, const stage_node_t *node, v2f_t *res_origin); void stage_node_set_active(const stage_t *stage, stage_node_t *node, int active); void stage_node_set_locked(const stage_t *stage, stage_node_t *node, int locked); +void stage_node_set_static(const stage_t *stage, stage_node_t *node, int stationary); void stage_node_set_layer(stage_t *stage, stage_node_t *node, int layer); void stage_node_set_angle(const stage_t *stage, stage_node_t *node, double angle); void stage_node_get_angle(const stage_t *stage, stage_node_t *node, double *res_angle); |