return 0;
}
+
+static inline
+Vec2f effective_ratio(const SDL_Rect *view_port)
+{
+ if ((float) view_port->w / CAMERA_RATIO_X > (float) view_port->h / CAMERA_RATIO_Y) {
+ return vec(CAMERA_RATIO_X, (float) view_port->h / ((float) view_port->w / CAMERA_RATIO_X));
+ } else {
+ return vec((float) view_port->w / ((float) view_port->h / CAMERA_RATIO_Y), CAMERA_RATIO_Y);
+ }
+}
+
+Vec2f effective_scale(const SDL_Rect *view_port)
+{
+ return vec_entry_div(
+ vec((float) view_port->w, (float) view_port->h),
+ vec_scala_mult(effective_ratio(view_port), 50.0f));
+}
const Sprite_font *camera_font(const Camera *camera);
-static Vec2f effective_ratio(const SDL_Rect *view_port)
-{
- if ((float) view_port->w / CAMERA_RATIO_X > (float) view_port->h / CAMERA_RATIO_Y) {
- return vec(CAMERA_RATIO_X, (float) view_port->h / ((float) view_port->w / CAMERA_RATIO_X));
- } else {
- return vec((float) view_port->w / ((float) view_port->h / CAMERA_RATIO_Y), CAMERA_RATIO_Y);
- }
-}
-
-static Vec2f effective_scale(const SDL_Rect *view_port)
-{
- return vec_entry_div(
- vec((float) view_port->w, (float) view_port->h),
- vec_scala_mult(effective_ratio(view_port), 50.0f));
-}
+Vec2f effective_scale(const SDL_Rect *view_port);
#endif // CAMERA_H_