added cleanup
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@ -138,6 +138,7 @@ typedef struct {
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Rectangle absRange; // Range of values for absolute pointing devices (touchscreens)
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int touchSlot; // Hold the touch slot number of the currently being sent multitouch block
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bool touchActive[MAX_TOUCH_POINTS]; // Track which touch points are currently active
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int touchLastUpdate[MAX_TOUCH_POINTS]; // Frame counter for last update (to detect stale touches)
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// Gamepad data
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int gamepadStreamFd[MAX_GAMEPADS]; // Gamepad device file descriptor
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@ -164,6 +165,7 @@ static bool crtcSet = false;
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extern CoreData CORE; // Global CORE state context
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static PlatformData platform = { 0 }; // Platform specific data
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static int frameCounter = 0; // Frame counter for touch cleanup
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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@ -1069,6 +1071,27 @@ void PollInputEvents(void)
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UpdateGestures();
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#endif
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// Periodic cleanup to prevent ghost touches (every 60 frames ~ 1 second at 60fps)
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frameCounter++;
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if (frameCounter > 3600) frameCounter = 1800; // Reset after 1 minute to prevent overflow, keeping reasonable gap
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if (frameCounter % 60 == 0) {
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// Clean up stale touches that haven't been updated recently (likely ghost touches)
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for (int i = 0; i < MAX_TOUCH_POINTS; i++) {
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if (platform.touchActive[i]) {
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// If a touch hasn't been updated in the last 30 frames (~0.5 sec), consider it stale
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int framesSinceUpdate = frameCounter - platform.touchLastUpdate[i];
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if (framesSinceUpdate > 30) {
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TRACELOG(LOG_DEBUG, "TOUCH: Cleaning up stale touch point %d (frames since update: %d)", i, framesSinceUpdate);
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platform.touchActive[i] = false;
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platform.touchLastUpdate[i] = 0;
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CORE.Input.Touch.position[i].x = -1;
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CORE.Input.Touch.position[i].y = -1;
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}
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}
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}
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}
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// Reset keys/chars pressed registered
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CORE.Input.Keyboard.keyPressedQueueCount = 0;
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CORE.Input.Keyboard.charPressedQueueCount = 0;
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@ -1883,6 +1906,7 @@ static void InitEvdevInput(void)
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CORE.Input.Touch.position[i].x = -1;
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CORE.Input.Touch.position[i].y = -1;
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platform.touchActive[i] = false;
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platform.touchLastUpdate[i] = 0;
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}
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// Initialize touch slot
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@ -2305,6 +2329,7 @@ static void PollMouseEvents(void)
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{
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if (platform.touchSlot < MAX_TOUCH_POINTS && platform.touchActive[platform.touchSlot]) {
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CORE.Input.Touch.position[platform.touchSlot].x = (event.value - platform.absRange.x)*CORE.Window.screen.width/platform.absRange.width;
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platform.touchLastUpdate[platform.touchSlot] = frameCounter;
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touchAction = 2; // TOUCH_ACTION_MOVE
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}
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}
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@ -2313,6 +2338,7 @@ static void PollMouseEvents(void)
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{
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if (platform.touchSlot < MAX_TOUCH_POINTS && platform.touchActive[platform.touchSlot]) {
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CORE.Input.Touch.position[platform.touchSlot].y = (event.value - platform.absRange.y)*CORE.Window.screen.height/platform.absRange.height;
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platform.touchLastUpdate[platform.touchSlot] = frameCounter;
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touchAction = 2; // TOUCH_ACTION_MOVE
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}
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}
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@ -2325,17 +2351,17 @@ static void PollMouseEvents(void)
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{
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// Touch has started for this point
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platform.touchActive[platform.touchSlot] = true;
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platform.touchLastUpdate[platform.touchSlot] = frameCounter;
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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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// Touch has ended for this point
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platform.touchActive[platform.touchSlot] = false;
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platform.touchLastUpdate[platform.touchSlot] = 0;
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CORE.Input.Touch.position[platform.touchSlot].x = -1;
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CORE.Input.Touch.position[platform.touchSlot].y = -1;
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touchAction = 0; // TOUCH_ACTION_UP
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// Note: CompactTouchPoints() will be called after all events are processed
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}
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}
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}
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@ -2404,9 +2430,8 @@ static void PollMouseEvents(void)
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if (CORE.Input.Mouse.currentPosition.y > CORE.Window.screen.height/CORE.Input.Mouse.scale.y) CORE.Input.Mouse.currentPosition.y = CORE.Window.screen.height/CORE.Input.Mouse.scale.y;
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}
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// Compact touch points if any were removed
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static bool needsCompaction = false;
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if (touchAction == 0) needsCompaction = true; // Touch up event
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// Clean up any invalid touch points
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CompactTouchPoints();
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// Update touch point count
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CORE.Input.Touch.pointCount = 0;
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@ -2415,18 +2440,25 @@ static void PollMouseEvents(void)
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if (platform.touchActive[i]) CORE.Input.Touch.pointCount++;
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}
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// Compact after counting to avoid disrupting gesture events
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if (needsCompaction && touchAction != 1) { // Don't compact during touch down
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CompactTouchPoints();
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needsCompaction = false;
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// Recount after compaction
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CORE.Input.Touch.pointCount = 0;
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for (int i = 0; i < MAX_TOUCH_POINTS; i++)
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{
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if (platform.touchActive[i]) CORE.Input.Touch.pointCount++;
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// if no touches are active but positions exist, clean it up
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if (CORE.Input.Touch.pointCount == 0) {
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for (int i = 0; i < MAX_TOUCH_POINTS; i++) {
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if (platform.touchActive[i] || CORE.Input.Touch.position[i].x != -1) {
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TRACELOG(LOG_DEBUG, "TOUCH: Force cleaning ghost touch at slot %d", i);
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platform.touchActive[i] = false;
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platform.touchLastUpdate[i] = 0;
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CORE.Input.Touch.position[i].x = -1;
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CORE.Input.Touch.position[i].y = -1;
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}
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}
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}
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// Debug logging
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static int lastTouchCount = 0;
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if (CORE.Input.Touch.pointCount != lastTouchCount && (touchAction == 0 || touchAction == 1)) {
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TRACELOG(LOG_DEBUG, "TOUCH: Count changed from %d to %d (action: %d)", lastTouchCount, CORE.Input.Touch.pointCount, touchAction);
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lastTouchCount = CORE.Input.Touch.pointCount;
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}
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#if defined(SUPPORT_GESTURES_SYSTEM)
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if (touchAction > -1)
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@ -2450,29 +2482,16 @@ static void PollMouseEvents(void)
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}
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}
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// Compact touch points to remove gaps when touches are removed
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// Clean up inactive touch points to prevent ghost touches
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static void CompactTouchPoints(void)
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{
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// This function ensures that active touch points are contiguous
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// starting from index 0, which helps with proper touch counting
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int writeIndex = 0;
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for (int readIndex = 0; readIndex < MAX_TOUCH_POINTS; readIndex++)
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for (int i = 0; i < MAX_TOUCH_POINTS; i++)
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{
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if (platform.touchActive[readIndex])
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if (!platform.touchActive[i])
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{
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if (writeIndex != readIndex)
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{
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// Move the active touch point to fill the gap
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platform.touchActive[writeIndex] = true;
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CORE.Input.Touch.position[writeIndex] = CORE.Input.Touch.position[readIndex];
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// Clear the old position
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platform.touchActive[readIndex] = false;
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CORE.Input.Touch.position[readIndex].x = -1;
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CORE.Input.Touch.position[readIndex].y = -1;
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}
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writeIndex++;
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CORE.Input.Touch.position[i].x = -1;
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CORE.Input.Touch.position[i].y = -1;
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}
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}
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}
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