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Remove define not required
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@@ -2664,6 +2664,7 @@ Vector2 GetTouchPosition(int index)
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position.y = position.y*((float)CORE.Window.render.height/(float)CORE.Window.display.height) - CORE.Window.renderOffset.y/2;
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position.y = position.y*((float)CORE.Window.render.height/(float)CORE.Window.display.height) - CORE.Window.renderOffset.y/2;
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}
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}
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#endif
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#endif
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#elif defined(PLATFORM_DESKTOP)
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#elif defined(PLATFORM_DESKTOP)
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// TODO: GLFW is not supporting multi-touch input just yet
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// TODO: GLFW is not supporting multi-touch input just yet
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// https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
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// https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
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@@ -3738,10 +3739,8 @@ static void PollInputEvents(void)
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CORE.Input.Mouse.currentWheelMove = 0;
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CORE.Input.Mouse.currentWheelMove = 0;
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#endif
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#endif
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
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// Register previous touch states
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// Register previous touch states
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for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
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for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
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#endif
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#if defined(PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP)
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// Check if gamepads are ready
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// Check if gamepads are ready
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