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authorraysan5 <[email protected]>2016-02-12 19:02:23 +0100
committerraysan5 <[email protected]>2016-02-12 19:02:23 +0100
commitcbbe9485294032d680579809976f7035785d3694 (patch)
tree52a8a749fcd6be00f26d3ee71f7fff6ddbdd12ba /src/raylib.h
parent823abf666e09e96ccbf5230c96f2d3a61ff60895 (diff)
downloadraylib-cbbe9485294032d680579809976f7035785d3694.tar.gz
raylib-cbbe9485294032d680579809976f7035785d3694.zip
Some code tweaks
Diffstat (limited to 'src/raylib.h')
-rw-r--r--src/raylib.h14
1 files changed, 8 insertions, 6 deletions
diff --git a/src/raylib.h b/src/raylib.h
index f9241533..c2067a0e 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -166,6 +166,9 @@
#define MOUSE_MIDDLE_BUTTON 2
#endif
+// Touch points registered
+#define MAX_TOUCH_POINTS 2
+
// Gamepad Number
#define GAMEPAD_PLAYER1 0
#define GAMEPAD_PLAYER2 1
@@ -348,9 +351,6 @@ typedef struct Shader {
// Uniforms
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
-
- int modelLoc; // Model transformation matrix uniform location point (vertex shader)
- int viewLoc; // View transformation matrix uniform location point (vertex shader)
int tintColorLoc; // Color uniform location point (fragment shader)
int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
@@ -448,15 +448,16 @@ typedef enum {
GESTURE_PINCH_OUT = 512
} Gestures;
+// Touch action (fingers or mouse)
typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction;
// Gesture events
-// NOTE: MAX_TOUCH_POINTS fixed to 4
+// NOTE: MAX_TOUCH_POINTS fixed to 2
typedef struct {
int touchAction;
int pointCount;
- int pointerId[4];
- Vector2 position[4];
+ int pointerId[MAX_TOUCH_POINTS];
+ Vector2 position[MAX_TOUCH_POINTS];
} GestureEvent;
// Camera system modes
@@ -798,6 +799,7 @@ bool IsPosproShaderEnabled(void); // Check if
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
+void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment