Fix IsMouseButtonUp() and add touch events for PLATFORM_DESKTOP_SDL
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@ -1139,6 +1139,7 @@ void PollInputEvents(void)
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else if (btn == 1) btn = 2;
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else if (btn == 1) btn = 2;
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CORE.Input.Mouse.currentButtonState[btn] = 1;
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CORE.Input.Mouse.currentButtonState[btn] = 1;
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CORE.Input.Touch.currentTouchState[btn] = 1;
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touchAction = 1;
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touchAction = 1;
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gestureUpdate = true;
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gestureUpdate = true;
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@ -1152,6 +1153,7 @@ void PollInputEvents(void)
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else if (btn == 1) btn = 2;
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else if (btn == 1) btn = 2;
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CORE.Input.Mouse.currentButtonState[btn] = 0;
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CORE.Input.Mouse.currentButtonState[btn] = 0;
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CORE.Input.Touch.currentTouchState[btn] = 0;
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touchAction = 0;
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touchAction = 0;
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gestureUpdate = true;
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gestureUpdate = true;
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@ -1180,6 +1182,28 @@ void PollInputEvents(void)
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gestureUpdate = true;
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gestureUpdate = true;
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} break;
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} break;
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// Check touch events
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// NOTE: These cases need to be reviewed on a real touch screen
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case SDL_FINGERDOWN: {
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CORE.Input.Touch.currentTouchState[event.tfinger.fingerId] = 1;
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touchAction = 1;
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gestureUpdate = true;
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} break;
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case SDL_FINGERUP: {
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CORE.Input.Touch.currentTouchState[event.tfinger.fingerId] = 0;
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touchAction = 0;
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gestureUpdate = true;
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} break;
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case SDL_FINGERMOTION: {
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CORE.Input.Touch.position[event.tfinger.fingerId].x = (float)event.motion.x;
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CORE.Input.Touch.position[event.tfinger.fingerId].y = (float)event.motion.y;
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touchAction = 2;
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gestureUpdate = true;
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} break;
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// Check gamepad events
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// Check gamepad events
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case SDL_JOYAXISMOTION:
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case SDL_JOYAXISMOTION:
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{
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{
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