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authorraysan5 <[email protected]>2021-10-22 11:53:47 +0200
committerraysan5 <[email protected]>2021-10-22 11:53:47 +0200
commitdd6e006d78b92f03c73d4b6157cd8d66e2a74d52 (patch)
tree7d6a52730d4c8f54f35d9533f6bfce2e3c9fc549 /src
parentcbeb29d9d114c5b61ea274d30a6454e65a3fad3a (diff)
downloadraylib-dd6e006d78b92f03c73d4b6157cd8d66e2a74d52.tar.gz
raylib-dd6e006d78b92f03c73d4b6157cd8d66e2a74d52.zip
Reviewed multitouch example #1988
Diffstat (limited to 'src')
-rw-r--r--src/rcore.c7
1 files changed, 6 insertions, 1 deletions
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