Fix Mesh, add missing functions, move gestures to file

This commit is contained in:
Milan Nikolic 2017-02-20 15:48:04 +01:00
parent 8fa575dce2
commit 19d2f59142
6 changed files with 165 additions and 113 deletions

View file

@ -172,37 +172,6 @@ const (
GamepadXboxAxisRt = 5
)
// Gestures
type Gestures int32
// Gestures type
// NOTE: It could be used as flags to enable only some gestures
const (
GestureNone Gestures = C.GESTURE_NONE
GestureTap Gestures = C.GESTURE_TAP
GestureDoubletap Gestures = C.GESTURE_DOUBLETAP
GestureHold Gestures = C.GESTURE_HOLD
GestureDrag Gestures = C.GESTURE_DRAG
GestureSwipeRight Gestures = C.GESTURE_SWIPE_RIGHT
GestureSwipeLeft Gestures = C.GESTURE_SWIPE_LEFT
GestureSwipeUp Gestures = C.GESTURE_SWIPE_UP
GestureSwipeDown Gestures = C.GESTURE_SWIPE_DOWN
GesturePinchIn Gestures = C.GESTURE_PINCH_IN
GesturePinchOut Gestures = C.GESTURE_PINCH_OUT
)
// Camera mode
type CameraMode int32
// Camera system modes
const (
CameraCustom CameraMode = C.CAMERA_CUSTOM
CameraFree CameraMode = C.CAMERA_FREE
CameraOrbital CameraMode = C.CAMERA_ORBITAL
CameraFirstPerson CameraMode = C.CAMERA_FIRST_PERSON
CameraThirdPerson CameraMode = C.CAMERA_THIRD_PERSON
)
// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
var (
@ -919,73 +888,3 @@ func GetTouchPosition(index int32) Vector2 {
v := NewVector2FromPointer(unsafe.Pointer(&ret))
return v
}
// Enable a set of gestures using flags
func SetGesturesEnabled(gestureFlags uint32) {
cgestureFlags := (C.uint)(gestureFlags)
C.SetGesturesEnabled(cgestureFlags)
}
// Check if a gesture have been detected
func IsGestureDetected(gesture Gestures) bool {
cgesture := (C.int)(gesture)
ret := C.IsGestureDetected(cgesture)
v := bool(int(ret) == 1)
return v
}
// Get latest detected gesture
func GetGestureDetected() Gestures {
ret := C.GetGestureDetected()
v := (Gestures)(ret)
return v
}
// Get touch points count
func GetTouchPointsCount() int32 {
ret := C.GetTouchPointsCount()
v := (int32)(ret)
return v
}
// Get gesture hold time in milliseconds
func GetGestureHoldDuration() float32 {
ret := C.GetGestureHoldDuration()
v := (float32)(ret)
return v
}
// Get gesture drag vector
func GetGestureDragVector() Vector2 {
ret := C.GetGestureDragVector()
v := NewVector2FromPointer(unsafe.Pointer(&ret))
return v
}
// Get gesture drag angle
func GetGestureDragAngle() float32 {
ret := C.GetGestureDragAngle()
v := (float32)(ret)
return v
}
// Get gesture pinch delta
func GetGesturePinchVector() Vector2 {
ret := C.GetGesturePinchVector()
v := NewVector2FromPointer(unsafe.Pointer(&ret))
return v
}
// Get gesture pinch angle
func GetGesturePinchAngle() float32 {
ret := C.GetGesturePinchAngle()
v := (float32)(ret)
return v
}
// Shows current FPS
func DrawFPS(posX int32, posY int32) {
cposX := (C.int)(posX)
cposY := (C.int)(posY)
C.DrawFPS(cposX, cposY)
}