// IntersectLine func (rect *Rect) IntersectLine(X1, Y1, X2, Y2 *int) bool { _X1 := (*C.int)(unsafe.Pointer(X1)) _Y1 := (*C.int)(unsafe.Pointer(Y1)) _X2 := (*C.int)(unsafe.Pointer(X2)) _Y2 := (*C.int)(unsafe.Pointer(Y2)) return C.SDL_IntersectRectAndLine(rect.cptr(), _X1, _Y1, _X2, _Y2) > 0 }
func (r *Rect) IntersectRectAndLine(x1, y1, x2, y2 *int) bool { cx1 := (*C.int)(unsafe.Pointer(x1)) cy1 := (*C.int)(unsafe.Pointer(y1)) cx2 := (*C.int)(unsafe.Pointer(x2)) cy2 := (*C.int)(unsafe.Pointer(y2)) return C.SDL_IntersectRectAndLine(r.c(), cx1, cy1, cx2, cy2) == C.SDL_TRUE }
// Calculate the intersection of a rectangle and line segment. // Return SDL_TRUE if there is an intersection, SDL_FALSE otherwise. func (r *Rect) IntersectLine(x1, y1, x2, y2 *int32) bool { ret := C.SDL_IntersectRectAndLine((*C.SDL_Rect)(unsafe.Pointer(r)), (*C.int)(unsafe.Pointer(x1)), (*C.int)(unsafe.Pointer(y1)), (*C.int)(unsafe.Pointer(x2)), (*C.int)(unsafe.Pointer(y2))) return ret == C.SDL_TRUE }