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Review formatting
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@ -971,21 +971,20 @@ void SetMouseCursor(int cursor)
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CORE.Input.Mouse.cursor = cursor;
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}
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static void UpdateSDLTouchPoints(SDL_TouchFingerEvent event)
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static void UpdateTouchPointsSDL(SDL_TouchFingerEvent event)
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{
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CORE.Input.Touch.pointCount = SDL_GetNumTouchFingers(event.touchId);
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for (int i=0; i<CORE.Input.Touch.pointCount; i++)
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for (int i = 0; i < CORE.Input.Touch.pointCount; i++)
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{
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SDL_Finger *finger = SDL_GetTouchFinger(event.touchId, i);
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CORE.Input.Touch.pointId[i] = finger->id;
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CORE.Input.Touch.position[i].x = finger->x * CORE.Window.screen.width;
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CORE.Input.Touch.position[i].y = finger->y * CORE.Window.screen.height;
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CORE.Input.Touch.position[i].x = finger->x*CORE.Window.screen.width;
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CORE.Input.Touch.position[i].y = finger->y*CORE.Window.screen.height;
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CORE.Input.Touch.currentTouchState[i] = 1;
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}
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for (int i=CORE.Input.Touch.pointCount; i<MAX_TOUCH_POINTS; i++)
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CORE.Input.Touch.currentTouchState[i] = 0;
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for (int i = CORE.Input.Touch.pointCount; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.currentTouchState[i] = 0;
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}
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// Register all input events
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@ -1218,19 +1217,19 @@ void PollInputEvents(void)
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case SDL_FINGERDOWN:
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{
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UpdateSDLTouchPoints(event.tfinger);
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UpdateTouchPointsSDL(event.tfinger);
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touchAction = 1;
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realTouch = true;
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} break;
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case SDL_FINGERUP:
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{
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UpdateSDLTouchPoints(event.tfinger);
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UpdateTouchPointsSDL(event.tfinger);
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touchAction = 0;
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realTouch = true;
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} break;
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case SDL_FINGERMOTION:
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{
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UpdateSDLTouchPoints(event.tfinger);
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UpdateTouchPointsSDL(event.tfinger);
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touchAction = 2;
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realTouch = true;
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} break;
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@ -1239,7 +1238,9 @@ void PollInputEvents(void)
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case SDL_JOYDEVICEADDED:
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{
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int jid = event.jdevice.which;
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if (!CORE.Input.Gamepad.ready[jid] && (jid < MAX_GAMEPADS)) {
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if (!CORE.Input.Gamepad.ready[jid] && (jid < MAX_GAMEPADS))
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{
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platform.gamepad[jid] = SDL_JoystickOpen(jid);
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if (platform.gamepad[jid])
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@ -1260,7 +1261,9 @@ void PollInputEvents(void)
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case SDL_JOYDEVICEREMOVED:
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{
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int jid = event.jdevice.which;
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if (jid == SDL_JoystickInstanceID(platform.gamepad[jid])) {
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if (jid == SDL_JoystickInstanceID(platform.gamepad[jid]))
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{
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SDL_JoystickClose(platform.gamepad[jid]);
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platform.gamepad[jid] = SDL_JoystickOpen(0);
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CORE.Input.Gamepad.ready[jid] = false;
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