Refactor touch input handling to use slot index as ID for stability and simplify touch clearing logic
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@ -2370,7 +2370,7 @@ static void PollMouseEvents(void)
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// If it was already active, it means we missed a lift event or the ID changed
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// We should treat it as a new touch
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platform.touchActive[platform.touchSlot] = true;
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platform.touchId[platform.touchSlot] = event.value;
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platform.touchId[platform.touchSlot] = platform.touchSlot; // Use slot index as ID for stability
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// Force DOWN action, even if we previously detected a MOVE or UP in this frame
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// A new touch is a significant state change that should take priority
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@ -2419,21 +2419,12 @@ static void PollMouseEvents(void)
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{
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platform.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = 0;
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// Clear all touches if global pressure is 0 (safety net)
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for (int i = 0; i < MAX_TOUCH_POINTS; i++)
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{
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platform.touchActive[i] = false;
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platform.touchPosition[i].x = -1;
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platform.touchPosition[i].y = -1;
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platform.touchId[i] = -1;
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}
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if (touchAction != 1) touchAction = 0; // TOUCH_ACTION_UP
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}
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if (event.value && !previousMouseLeftButtonState)
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{
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platform.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = 1;
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platform.touchActive[0] = true;
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touchAction = 1; // TOUCH_ACTION_DOWN
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}
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}
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@ -2450,22 +2441,13 @@ static void PollMouseEvents(void)
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if (event.value > 0)
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{
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platform.touchActive[0] = true;
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// platform.touchActive[0] = true;
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touchAction = 1; // TOUCH_ACTION_DOWN
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}
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else
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{
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if (event.code == BTN_TOUCH)
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{
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for (int i = 0; i < MAX_TOUCH_POINTS; i++)
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{
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platform.touchActive[i] = false;
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platform.touchPosition[i].x = -1;
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platform.touchPosition[i].y = -1;
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platform.touchId[i] = -1;
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}
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}
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else
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// Only clear touch 0 for actual mouse clicks (BTN_LEFT)
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if (event.code == BTN_LEFT)
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{
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platform.touchActive[0] = false;
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platform.touchPosition[0].x = -1;
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