Increase maximum touch points from 8 to 10 and enhance touchscreen prioritization logic
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@ -105,7 +105,7 @@
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#define MAX_GAMEPAD_AXES 8 // Maximum number of axes supported (per gamepad)
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#define MAX_GAMEPAD_BUTTONS 32 // Maximum number of buttons supported (per gamepad)
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#define MAX_GAMEPAD_VIBRATION_TIME 2.0f // Maximum vibration time in seconds
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#define MAX_TOUCH_POINTS 8 // Maximum number of touch points supported
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#define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported
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#define MAX_KEY_PRESSED_QUEUE 16 // Maximum number of keys in the key input queue
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#define MAX_CHAR_PRESSED_QUEUE 16 // Maximum number of characters in the char input queue
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@ -135,6 +135,7 @@ typedef struct {
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char currentButtonStateEvdev[MAX_MOUSE_BUTTONS]; // Holds the new mouse state for the next polling event to grab
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bool cursorRelative; // Relative cursor mode
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int mouseFd; // File descriptor for the evdev mouse/touch/gestures
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bool mouseIsTouch; // Check if the current mouse device is actually a touchscreen
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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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@ -2054,17 +2055,49 @@ static void ConfigureEvdevDevice(char *device)
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const char *deviceKindStr = "unknown";
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if (isMouse || isTouch)
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{
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deviceKindStr = "mouse";
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if (platform.mouseFd != -1) close(platform.mouseFd);
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platform.mouseFd = fd;
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bool prioritize = false;
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if (absAxisCount > 0)
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// Priority logic: Touchscreens override Mice.
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// 1. No device set yet? Take it.
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if (platform.mouseFd == -1) prioritize = true;
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// 2. Current is Mouse, New is Touch? Upgrade to Touch.
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else if (isTouch && !platform.mouseIsTouch) prioritize = true;
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// 3. Current is Touch, New is Touch? Use the new one (Last one found wins, standard behavior).
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else if (isTouch && platform.mouseIsTouch) prioritize = true;
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// 4. Current is Mouse, New is Mouse? Use the new one.
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else if (!isTouch && !platform.mouseIsTouch) prioritize = true;
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// 5. Current is Touch, New is Mouse? IGNORE the mouse. Keep the touchscreen.
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else prioritize = false;
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if (prioritize)
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{
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platform.absRange.x = absinfo[ABS_X].info.minimum;
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platform.absRange.width = absinfo[ABS_X].info.maximum - absinfo[ABS_X].info.minimum;
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deviceKindStr = isTouch ? "touchscreen" : "mouse";
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if (platform.mouseFd != -1)
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{
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TRACELOG(LOG_INFO, "INPUT: Overwriting previous input device with new %s", deviceKindStr);
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close(platform.mouseFd);
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}
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platform.mouseFd = fd;
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platform.mouseIsTouch = isTouch;
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platform.absRange.y = absinfo[ABS_Y].info.minimum;
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platform.absRange.height = absinfo[ABS_Y].info.maximum - absinfo[ABS_Y].info.minimum;
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if (absAxisCount > 0)
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{
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platform.absRange.x = absinfo[ABS_X].info.minimum;
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platform.absRange.width = absinfo[ABS_X].info.maximum - absinfo[ABS_X].info.minimum;
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platform.absRange.y = absinfo[ABS_Y].info.minimum;
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platform.absRange.height = absinfo[ABS_Y].info.maximum - absinfo[ABS_Y].info.minimum;
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}
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TRACELOG(LOG_INFO, "INPUT: Initialized input device %s as %s", device, deviceKindStr);
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}
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else
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{
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TRACELOG(LOG_INFO, "INPUT: Ignoring device %s (keeping higher priority %s device)", device, platform.mouseIsTouch ? "touchscreen" : "mouse");
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close(fd);
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return;
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}
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}
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else if (isGamepad && !isMouse && !isKeyboard && (platform.gamepadCount < MAX_GAMEPADS))
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@ -2334,8 +2367,13 @@ static void PollMouseEvents(void)
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if (event.value >= 0)
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{
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// Touch has started for this point
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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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// 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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touchAction = 1; // TOUCH_ACTION_DOWN
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}
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else
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@ -2345,7 +2383,10 @@ static void PollMouseEvents(void)
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platform.touchPosition[platform.touchSlot].x = -1;
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platform.touchPosition[platform.touchSlot].y = -1;
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platform.touchId[platform.touchSlot] = -1;
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touchAction = 0; // TOUCH_ACTION_UP
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// Force UP action if we haven't already set a DOWN action
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// (DOWN takes priority over UP if both happen in one frame, though rare)
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if (touchAction != 1) touchAction = 0; // TOUCH_ACTION_UP
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}
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}
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}
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@ -2364,7 +2405,7 @@ static void PollMouseEvents(void)
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platform.touchPosition[platform.touchSlot].x = -1;
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platform.touchPosition[platform.touchSlot].y = -1;
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platform.touchId[platform.touchSlot] = -1;
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touchAction = 0; // TOUCH_ACTION_UP
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if (touchAction != 1) touchAction = 0; // TOUCH_ACTION_UP
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}
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}
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}
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@ -2386,7 +2427,7 @@ static void PollMouseEvents(void)
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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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touchAction = 0; // TOUCH_ACTION_UP
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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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