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@ -1138,6 +1138,7 @@ void PollInputEvents(void) |
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else if (btn == 1) btn = 2; |
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CORE.Input.Mouse.currentButtonState[btn] = 1; |
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CORE.Input.Touch.currentTouchState[btn] = 1; |
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touchAction = 1; |
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gestureUpdate = true; |
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@ -1151,6 +1152,7 @@ void PollInputEvents(void) |
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else if (btn == 1) btn = 2; |
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CORE.Input.Mouse.currentButtonState[btn] = 0; |
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CORE.Input.Touch.currentTouchState[btn] = 0; |
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touchAction = 0; |
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gestureUpdate = true; |
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@ -1179,6 +1181,31 @@ void PollInputEvents(void) |
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gestureUpdate = true; |
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} break; |
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// Check touch events |
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// NOTE: These cases need to be reviewed on a real touch screen |
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case SDL_FINGERDOWN: |
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{ |
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CORE.Input.Touch.currentTouchState[event.tfinger.fingerId] = 1; |
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touchAction = 1; |
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gestureUpdate = true; |
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} break; |
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case SDL_FINGERUP: |
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{ |
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CORE.Input.Touch.currentTouchState[event.tfinger.fingerId] = 0; |
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touchAction = 0; |
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gestureUpdate = true; |
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} break; |
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case SDL_FINGERMOTION: |
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{ |
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CORE.Input.Touch.position[event.tfinger.fingerId].x = (float)event.motion.x; |
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CORE.Input.Touch.position[event.tfinger.fingerId].y = (float)event.motion.y; |
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touchAction = 2; |
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gestureUpdate = true; |
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} break; |
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// Check gamepad events |
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case SDL_JOYAXISMOTION: |
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{ |
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