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https://github.com/hajimehoshi/ebiten.git
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mobile: Remove EventDispatcher
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59a21620dc
commit
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@ -26,6 +26,6 @@ func render() error {
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return nil
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}
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func start(f func(*ebiten.Image) error, width, height int, scale float64, title string) (EventDispatcher, error) {
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return nil, nil
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func start(f func(*ebiten.Image) error, width, height int, scale float64, title string) error {
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return nil
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}
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@ -32,9 +32,7 @@ func render() error {
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return ui.Render(chError)
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}
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func start(f func(*ebiten.Image) error, width, height int, scale float64, title string) (EventDispatcher, error) {
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func start(f func(*ebiten.Image) error, width, height int, scale float64, title string) error {
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chError = ebiten.RunWithoutMainLoop(f, width, height, scale, title)
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return &eventDispatcher{
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touches: map[int]position{},
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}, nil
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return nil
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}
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@ -16,75 +16,44 @@ package mobile
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import (
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/internal/ui"
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)
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type EventDispatcher interface {
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// UpdateTouchesOnAndroid updates the touch state on Android.
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//
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// This should be called with onTouchEvent of GLSurfaceView like this:
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//
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// @Override
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// public boolean onTouchEvent(MotionEvent e) {
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// for (int i = 0; i < e.getPointerCount(); i++) {
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// int id = e.getPointerId(i);
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// int x = (int)e.getX(i);
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// int y = (int)e.getY(i);
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// YourGame.CurrentEventDispatcher().UpdateTouchesOnAndroid(e.getActionMasked(), id, x, y);
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// }
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// return true;
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// }
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UpdateTouchesOnAndroid(action int, id int, x, y int)
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UpdateTouchesOnIOS(phase int, ptr int, x, y int)
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}
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// Start starts the game and returns immediately.
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//
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// Different from ebiten.Run, this invokes only the game loop and not the main (UI) loop.
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func Start(f func(*ebiten.Image) error, width, height int, scale float64, title string) (EventDispatcher, error) {
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func Start(f func(*ebiten.Image) error, width, height int, scale float64, title string) error {
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return start(f, width, height, scale, title)
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}
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// Render updates and renders the game.
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//
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// This should be called on every frame.
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//
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// On Android, this should be called at onDrawFrame of Renderer (used by GLSurfaceView).
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//
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// On iOS, this should be called at glkView:drawInRect: of GLKViewDelegate.
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func Render() error {
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return render()
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}
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type position struct {
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x int
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y int
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// UpdateTouchesOnAndroid updates the touch state on Android.
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//
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// This should be called with onTouchEvent of GLSurfaceView like this:
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//
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// @Override
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// public boolean onTouchEvent(MotionEvent e) {
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// for (int i = 0; i < e.getPointerCount(); i++) {
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// int id = e.getPointerId(i);
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// int x = (int)e.getX(i);
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// int y = (int)e.getY(i);
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// YourGame.CurrentEventDispatcher().UpdateTouchesOnAndroid(e.getActionMasked(), id, x, y);
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// }
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// return true;
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// }
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func UpdateTouchesOnAndroid(action int, id int, x, y int) {
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updateTouchesOnAndroid(action, id, x, y)
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}
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type eventDispatcher struct {
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touches map[int]position
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}
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// touch implements ui.Touch.
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type touch struct {
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id int
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position position
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}
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func (t touch) ID() int {
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return t.id
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}
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func (t touch) Position() (int, int) {
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// TODO: Is this OK to adjust the position here?
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return int(float64(t.position.x) / ui.CurrentUI().ScreenScale()),
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int(float64(t.position.y) / ui.CurrentUI().ScreenScale())
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}
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func (e *eventDispatcher) UpdateTouchesOnAndroid(action int, id int, x, y int) {
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switch action {
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case 0x00, 0x05, 0x02: // ACTION_DOWN, ACTION_POINTER_DOWN, ACTION_MOVE
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e.touches[id] = position{x, y}
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e.updateTouches()
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case 0x01, 0x06: // ACTION_UP, ACTION_POINTER_UP
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delete(e.touches, id)
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e.updateTouches()
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}
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}
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func (e *eventDispatcher) UpdateTouchesOnIOS(phase int, ptr int, x, y int) {
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e.updateTouchesOnIOSImpl(phase, ptr, x, y)
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func UpdateTouchesOnIOS(phase int, ptr int, x, y int) {
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updateTouchesOnIOSImpl(phase, ptr, x, y)
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}
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@ -14,6 +14,17 @@
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package mobile
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func (e *eventDispatcher) updateTouchesOnIOSImpl(phase int, ptr int, x, y int) {
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func updateTouchesOnAndroid(action int, id int, x, y int) {
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switch action {
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case 0x00, 0x05, 0x02: // ACTION_DOWN, ACTION_POINTER_DOWN, ACTION_MOVE
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touches[id] = position{x, y}
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updateTouches()
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case 0x01, 0x06: // ACTION_UP, ACTION_POINTER_UP
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delete(touches, id)
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updateTouches()
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}
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}
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func updateTouchesOnIOSImpl(phase int, ptr int, x, y int) {
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panic("not reach")
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}
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@ -18,8 +18,8 @@
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package mobile
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func (e *eventDispatcher) updateTouchesOnIOSImpl(phase int, ptr int, x, y int) {
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func updateTouchesOnAndroid(action int, id int, x, y int) {
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}
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func (e *eventDispatcher) updateTouches() {
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func updateTouchesOnIOSImpl(phase int, ptr int, x, y int) {
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}
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@ -22,14 +22,18 @@ package mobile
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// #import <UIKit/UIKit.h>
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import "C"
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func (e *eventDispatcher) updateTouchesOnIOSImpl(phase int, ptr int, x, y int) {
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func updateTouchesOnAndroid(action int, id int, x, y int) {
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panic("not reach")
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}
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func updateTouchesOnIOSImpl(phase int, ptr int, x, y int) {
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switch phase {
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case C.UITouchPhaseBegan, C.UITouchPhaseMoved, C.UITouchPhaseStationary:
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e.touches[ptr] = position{x, y}
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e.updateTouches()
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touches[ptr] = position{x, y}
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updateTouches()
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case C.UITouchPhaseEnded, C.UITouchPhaseCancelled:
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delete(e.touches, ptr)
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e.updateTouches()
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delete(touches, ptr)
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updateTouches()
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default:
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panic("not reach")
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}
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@ -20,9 +20,34 @@ import (
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"github.com/hajimehoshi/ebiten/internal/ui"
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)
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func (e *eventDispatcher) updateTouches() {
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type position struct {
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x int
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y int
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}
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var (
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touches = map[int]position{}
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)
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// touch implements ui.Touch.
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type touch struct {
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id int
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position position
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}
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func (t touch) ID() int {
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return t.id
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}
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func (t touch) Position() (int, int) {
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// TODO: Is this OK to adjust the position here?
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return int(float64(t.position.x) / ui.CurrentUI().ScreenScale()),
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int(float64(t.position.y) / ui.CurrentUI().ScreenScale())
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}
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func updateTouches() {
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ts := []ui.Touch{}
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for id, position := range e.touches {
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for id, position := range touches {
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ts = append(ts, touch{id, position})
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}
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ui.UpdateTouches(ts)
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