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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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