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| author | raysan5 <[email protected]> | 2016-02-12 19:02:23 +0100 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2016-02-12 19:02:23 +0100 |
| commit | cbbe9485294032d680579809976f7035785d3694 (patch) | |
| tree | 52a8a749fcd6be00f26d3ee71f7fff6ddbdd12ba /src/raylib.h | |
| parent | 823abf666e09e96ccbf5230c96f2d3a61ff60895 (diff) | |
| download | raylib-cbbe9485294032d680579809976f7035785d3694.tar.gz raylib-cbbe9485294032d680579809976f7035785d3694.zip | |
Some code tweaks
Diffstat (limited to 'src/raylib.h')
| -rw-r--r-- | src/raylib.h | 14 |
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 |
