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[HTML5] Fix multi-touch input handling.
The code to populate the input data for WebAssembly was incorrectly
overriding values when multiple touches were present due to wrong
indexing.
(cherry picked from commit 470496d8d4)
This commit is contained in:
committed by
Rémi Verschelde
parent
7a79ee014d
commit
4ce01a35be
@@ -424,9 +424,9 @@ const GodotInput = {
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for (let i = 0; i < touches.length; i++) {
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const touch = touches[i];
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const pos = GodotInput.computePosition(touch, rect);
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GodotRuntime.setHeapValue(coords + (i * 2), pos[0], 'double');
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GodotRuntime.setHeapValue(coords + (i * 2 + 8), pos[1], 'double');
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GodotRuntime.setHeapValue(ids + i, touch.identifier, 'i32');
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GodotRuntime.setHeapValue(coords + (i * 2) * 8, pos[0], 'double');
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GodotRuntime.setHeapValue(coords + (i * 2 + 1) * 8, pos[1], 'double');
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GodotRuntime.setHeapValue(ids + i * 4, touch.identifier, 'i32');
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}
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func(type, touches.length);
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if (evt.cancelable) {
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