Why use it
It provides direct, allocation-conscious access to the world2d module. No exception-based error path is implied by the signature.
EPOK RUNTIME
Function · 1 overload
Performs `world to screen` as part of the world2d module.
inline void world_to_screen(const Camera2D& camera, const Fixed* world_xy, Fixed* screen_xy)Performs `world to screen` as part of the world2d module.
| Parameter | Type | Meaning |
|---|---|---|
camera | const Camera2D & | Value supplied for camera. Keep referenced or pointed-to data valid for the complete call. |
world_xy | const Fixed * | Value supplied for world_xy. Keep referenced or pointed-to data valid for the complete call. |
screen_xy | Fixed * | Value supplied for screen_xy. Keep referenced or pointed-to data valid for the complete call. |
Returns: Nothing (void).
#include "world2d.hpp"
// Assume these named values have been initialized with valid data:
// const Camera2D & camera
// const Fixed * world_xy
// Fixed * screen_xy
epok::world_to_screen(camera, world_xy, screen_xy);It provides direct, allocation-conscious access to the world2d module. No exception-based error path is implied by the signature.
Pointer/reference arguments are borrowed unless the source contract says otherwise; keep them valid for the complete operation and never assume null is accepted.
Declared in runtime/world2d.hpp:228
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