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;
}
Пример #2
0
void ren_set_camera(const float x, const float y)
{
    vec2Set(rSys->cameraOrg, x, y);
}
Пример #3
0
void gGlTexCoord2f(float s, float t)
{
	vec2Set(vertex.st, s, t);
}