Some code tweaks

This commit is contained in:
raysan5
2016-02-12 19:02:23 +01:00
parent 823abf666e
commit cbbe948529
3 changed files with 18 additions and 13 deletions

View File

@@ -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