Reviewed multitouch example #1988
This commit is contained in:
parent
cbeb29d9d1
commit
dd6e006d78
2 changed files with 15 additions and 31 deletions
|
@ -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
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue