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love.touch.getTouches now returns the list of ids in a stable order, instead of being effectively randomly ordered.
The least recently pressed (longest-pressed) active touch id is first in the list, etc.
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@@ -42,18 +42,18 @@ int64 luax_checktouchid(lua_State *L, int idx)
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int w_getTouches(lua_State *L)
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{
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std::vector<int64> ids = instance()->getTouches();
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const std::vector<Touch::TouchInfo> &touches = instance()->getTouches();
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lua_createtable(L, (int) ids.size(), 0);
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lua_createtable(L, (int) touches.size(), 0);
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for (size_t i = 0; i < ids.size(); i++)
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for (size_t i = 0; i < touches.size(); i++)
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{
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// This is a bit hackish and we lose the higher 32 bits of the id on
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// 32-bit systems, but SDL only ever gives id's that at most use as many
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// bits as can fit in a pointer (for now.)
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// We use lightuserdata instead of a lua_Number (double) because doubles
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// can't represent all possible id values on 64-bit systems.
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lua_pushlightuserdata(L, (void *) (intptr_t) ids[i]);
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lua_pushlightuserdata(L, (void *) (intptr_t) touches[i].id);
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lua_rawseti(L, -2, (int) i + 1);
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}
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@@ -64,12 +64,11 @@ int w_getPosition(lua_State *L)
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{
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int64 id = luax_checktouchid(L, 1);
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double x = 0;
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double y = 0;
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luax_catchexcept(L, [&]() { instance()->getPosition(id, x, y); });
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Touch::TouchInfo touch = {};
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luax_catchexcept(L, [&]() { touch = instance()->getTouch(id); });
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lua_pushnumber(L, x);
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lua_pushnumber(L, y);
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lua_pushnumber(L, touch.x);
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lua_pushnumber(L, touch.y);
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return 2;
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}
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@@ -77,9 +76,11 @@ int w_getPosition(lua_State *L)
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int w_getPressure(lua_State *L)
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{
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int64 id = luax_checktouchid(L, 1);
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double pressure = 0.0;
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luax_catchexcept(L, [&](){ pressure = instance()->getPressure(id); });
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lua_pushnumber(L, pressure);
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Touch::TouchInfo touch = {};
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luax_catchexcept(L, [&](){ touch = instance()->getTouch(id); });
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lua_pushnumber(L, touch.pressure);
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return 1;
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}
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