|  |  | @ -178,8 +178,9 @@ float GetGesturePinchAngle(void);                       // Get gesture pinch ang | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  | // Defines and Macros | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  | #define FORCE_TO_SWIPE      0.0005f     // Swipe force, measured in normalized screen units/time | 
		
	
		
			
			|  |  |  | #define FORCE_TO_SWIPE      0.2f        // Swipe force, measured in normalized screen units/time | 
		
	
		
			
			|  |  |  | #define MINIMUM_DRAG        0.015f      // Drag minimum force, measured in normalized screen units (0.0f to 1.0f) | 
		
	
		
			
			|  |  |  | #define DRAG_TIMEOUT        0.2f        // Drag minimum time for web, measured in seconds | 
		
	
		
			
			|  |  |  | #define MINIMUM_PINCH       0.005f      // Pinch minimum force, measured in normalized screen units (0.0f to 1.0f) | 
		
	
		
			
			|  |  |  | #define TAP_TIMEOUT         0.3f        // Tap minimum time, measured in seconds | 
		
	
		
			
			|  |  |  | #define PINCH_TIMEOUT       0.3f        // Pinch minimum time, measured in seconds | 
		
	
	
		
			
				|  |  | @ -297,7 +298,8 @@ void ProcessGestureEvent(GestureEvent event) | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | else if (event.touchAction == TOUCH_ACTION_UP) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | if (GESTURES.current == GESTURE_DRAG) GESTURES.Touch.upPosition = event.position[0]; | 
		
	
		
			
			|  |  |  | // A swipe can happen while the current gesture is drag, but (specially for web) also hold, so set upPosition for both cases | 
		
	
		
			
			|  |  |  | if (GESTURES.current == GESTURE_DRAG || GESTURES.current == GESTURE_HOLD) GESTURES.Touch.upPosition = event.position[0]; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // NOTE: GESTURES.Drag.intensity dependent on the resolution of the screen | 
		
	
		
			
			|  |  |  | GESTURES.Drag.distance = rgVector2Distance(GESTURES.Touch.downPositionA, GESTURES.Touch.upPosition); | 
		
	
	
		
			
				|  |  | @ -348,7 +350,12 @@ void ProcessGestureEvent(GestureEvent event) | 
		
	
		
			
			|  |  |  | GESTURES.Hold.resetRequired = false; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Detect GESTURE_DRAG | 
		
	
		
			
			|  |  |  | #if defined(PLATFORM_WEB) | 
		
	
		
			
			|  |  |  | // An alternative check to detect gesture drag is necessary since moveDownPositionA on touch for web is always zero, causing the distance calculation to be inaccurate | 
		
	
		
			
			|  |  |  | if ((rgGetCurrentTime() - GESTURES.Touch.eventTime) > DRAG_TIMEOUT) | 
		
	
		
			
			|  |  |  | #else | 
		
	
		
			
			|  |  |  | if (rgVector2Distance(GESTURES.Touch.downPositionA, GESTURES.Touch.moveDownPositionA) >= MINIMUM_DRAG) | 
		
	
		
			
			|  |  |  | #endif | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | GESTURES.Touch.eventTime = rgGetCurrentTime(); | 
		
	
		
			
			|  |  |  | GESTURES.current = GESTURE_DRAG; | 
		
	
	
		
			
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