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	Reviewed multitouch example #1988
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		@@ -24,11 +24,7 @@ int main(void)
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    InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");
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    Vector2 ballPosition = { -100.0f, -100.0f };
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    Color ballColor = BEIGE;
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    int touchCounter = 0;
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    Vector2 touchPosition = { 0 };
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    Vector2 touchPositions[MAX_TOUCH_POINTS] = { 0 };
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    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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    //---------------------------------------------------------------------------------------
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@@ -38,19 +34,8 @@ int main(void)
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    {
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        // Update
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        //----------------------------------------------------------------------------------
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        ballPosition = GetMousePosition();
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        ballColor = BEIGE;
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        if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) ballColor = MAROON;
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        if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE)) ballColor = LIME;
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        if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) ballColor = DARKBLUE;
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        if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) touchCounter = 10;
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        if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) touchCounter = 10;
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        if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) touchCounter = 10;
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        if (touchCounter > 0) touchCounter--;
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        // Get multiple touchpoints
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        for (int i = 0; i < MAX_TOUCH_POINTS; ++i) touchPositions[i] = GetTouchPosition(i);
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        //----------------------------------------------------------------------------------
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        // Draw
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@@ -59,24 +44,18 @@ int main(void)
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            ClearBackground(RAYWHITE);
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            // Multitouch
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            for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
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            {
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                touchPosition = GetTouchPosition(i);                    // Get the touch point
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                if ((touchPosition.x >= 0) && (touchPosition.y >= 0))   // Make sure point is not (-1,-1) as this means there is no touch for it
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                // Make sure point is not (0, 0) as this means there is no touch for it
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                if ((touchPositions[i].x > 0) && (touchPositions[i].y > 0))
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                {
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                    // Draw circle and touch index number
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                    DrawCircleV(touchPosition, 34, ORANGE);
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                    DrawText(TextFormat("%d", i), (int)touchPosition.x - 10, (int)touchPosition.y - 70, 40, BLACK);
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                    DrawCircleV(touchPositions[i], 34, ORANGE);
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                    DrawText(TextFormat("%d", i), (int)touchPositions[i].x - 10, (int)touchPositions[i].y - 70, 40, BLACK);
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                }
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            }
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            // Draw the normal mouse location
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            DrawCircleV(ballPosition, 30 + (touchCounter*3.0f), ballColor);
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            DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
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            DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY);
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            DrawText("touch the screen at multiple locations to get multiple balls", 10, 10, 20, DARKGRAY);
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        EndDrawing();
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        //----------------------------------------------------------------------------------
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@@ -3876,7 +3876,7 @@ static bool InitGraphicsDevice(int width, int height)
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#if defined(PLATFORM_DESKTOP)
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    // NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions.
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    // Forcing this initialization here avoids doing it on `PollInputEvents` called by `EndDrawing` after first frame has been just drawn.
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    // Forcing this initialization here avoids doing it on PollInputEvents() called by EndDrawing() after first frame has been just drawn.
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    // The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience.
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    // REF: https://github.com/raysan5/raylib/issues/1554
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    if (MAX_GAMEPADS > 0) glfwSetJoystickCallback(NULL);
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@@ -4766,6 +4766,11 @@ void PollInputEvents(void)
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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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    // Reset touch positions
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    // TODO: It resets on PLATFORM_WEB the mouse position and not filled again until a move-event,
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    // so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
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    //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
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#if defined(PLATFORM_DESKTOP)
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    // Check if gamepads are ready
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    // NOTE: We do it here in case of disconnection
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