void MultiTouchScreenController::AddTouchPoint(const float x, const float y, const int touchId) { // HACK -- hard coded colours depending on the touch id. color4_t color; switch (touchId) { case 0: color4Set(color, 1.0f, 0.0f, 0.0f, 1.0f); // r break; case 1: color4Set(color, 1.0f, 0.5f, 0.0f, 1.0f); // o break; case 2: color4Set(color, 1.0f, 1.0f, 0.0f, 1.0f); // y break; case 3: color4Set(color, 0.0f, 1.0f, 0.0f, 1.0f); // g break; case 4: color4Set(color, 0.5f, 0.5f, 1.0f, 1.0f); // b break; case 5: color4Set(color, 0.66f, 0.0f, 1.0f, 1.0f); // i break; case 6: color4Set(color, 1.0f, 0.5f, 1.0f, 1.0f); // v break; case 7: color4Set(color, 0.0f, 0.0f, 0.0f, 1.0f); // black break; case 8: color4Set(color, 0.33f, 0.33f, 0.33f, 1.0f); // 33% grey break; case 9: color4Set(color, 0.66f, 0.66f, 0.66f, 1.0f); // 66% grey break; default: color4Set(color, 0.0f, 0.0f, 0.0f, 0.0f); break; } vec2Set(m_touchPoints[m_touchPointsCount].position, x, y); color4SetC(m_touchPoints[m_touchPointsCount].color, color); m_touchPoints[m_touchPointsCount].on = true; m_touchPoints[m_touchPointsCount].age = kTouchPointStartingAge; m_touchPointsCount = (m_touchPointsCount + 1) % kTouchPointsCount; }
void ren_set_camera(const float x, const float y) { vec2Set(rSys->cameraOrg, x, y); }
void gGlTexCoord2f(float s, float t) { vec2Set(vertex.st, s, t); }