diff --git a/examples/core/core_input_multitouch.c b/examples/core/core_input_multitouch.c index 32408a3b..ef15a966 100644 --- a/examples/core/core_input_multitouch.c +++ b/examples/core/core_input_multitouch.c @@ -24,11 +24,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch"); - Vector2 ballPosition = { -100.0f, -100.0f }; - Color ballColor = BEIGE; - - int touchCounter = 0; - Vector2 touchPosition = { 0 }; + Vector2 touchPositions[MAX_TOUCH_POINTS] = { 0 }; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //--------------------------------------------------------------------------------------- @@ -38,19 +34,8 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - ballPosition = GetMousePosition(); - - ballColor = BEIGE; - - if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) ballColor = MAROON; - if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE)) ballColor = LIME; - if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) ballColor = DARKBLUE; - - if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) touchCounter = 10; - if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) touchCounter = 10; - if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) touchCounter = 10; - - if (touchCounter > 0) touchCounter--; + // Get multiple touchpoints + for (int i = 0; i < MAX_TOUCH_POINTS; ++i) touchPositions[i] = GetTouchPosition(i); //---------------------------------------------------------------------------------- // Draw @@ -58,25 +43,19 @@ int main(void) BeginDrawing(); ClearBackground(RAYWHITE); - - // Multitouch + for (int i = 0; i < MAX_TOUCH_POINTS; ++i) { - touchPosition = GetTouchPosition(i); // Get the touch point - - if ((touchPosition.x >= 0) && (touchPosition.y >= 0)) // Make sure point is not (-1,-1) as this means there is no touch for it + // Make sure point is not (0, 0) as this means there is no touch for it + if ((touchPositions[i].x > 0) && (touchPositions[i].y > 0)) { // Draw circle and touch index number - DrawCircleV(touchPosition, 34, ORANGE); - DrawText(TextFormat("%d", i), (int)touchPosition.x - 10, (int)touchPosition.y - 70, 40, BLACK); + DrawCircleV(touchPositions[i], 34, ORANGE); + DrawText(TextFormat("%d", i), (int)touchPositions[i].x - 10, (int)touchPositions[i].y - 70, 40, BLACK); } } - // Draw the normal mouse location - DrawCircleV(ballPosition, 30 + (touchCounter*3.0f), ballColor); - - DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY); - DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY); + DrawText("touch the screen at multiple locations to get multiple balls", 10, 10, 20, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- diff --git a/src/rcore.c b/src/rcore.c index 9ab34e15..3e357118 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -3876,7 +3876,7 @@ static bool InitGraphicsDevice(int width, int height) #if defined(PLATFORM_DESKTOP) // NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions. - // Forcing this initialization here avoids doing it on `PollInputEvents` called by `EndDrawing` after first frame has been just drawn. + // Forcing this initialization here avoids doing it on PollInputEvents() called by EndDrawing() after first frame has been just drawn. // The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience. // REF: https://github.com/raysan5/raylib/issues/1554 if (MAX_GAMEPADS > 0) glfwSetJoystickCallback(NULL); @@ -4765,6 +4765,11 @@ void PollInputEvents(void) // Register previous touch states for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i]; + + // Reset touch positions + // TODO: It resets on PLATFORM_WEB the mouse position and not filled again until a move-event, + // so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed! + //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 }; #if defined(PLATFORM_DESKTOP) // Check if gamepads are ready