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input multitouch

★☆☆☆by Berni (@Berni8k)

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//! raylib [core] example - input multitouch
//!
//! Zig-API translation of examples/core/core_input_multitouch.c (raylib 6.2).
//! Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2019-2025 Berni (@Berni8k) and Ramon Santamaria (@raysan5)

const rl = @import("raylib");

const max_touch_points = 10;

pub fn main() void {
    // Initialization
    const screen_width = 800;
    const screen_height = 450;

    rl.initWindow(screen_width, screen_height, "raylib [core] example - input multitouch");
    defer rl.closeWindow(); // Close window and OpenGL context

    var touch_positions: [max_touch_points]rl.Vector2 = @splat(.{ .x = 0, .y = 0 });

    rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second

    // Main game loop
    while (!rl.windowShouldClose()) { // Detect window close button or ESC key
        // Update
        // Get the touch point count ( how many fingers are touching the screen ),
        // clamped to the maximum touch points allowed
        const touch_count: usize = @intCast(@min(rl.getTouchPointCount(), max_touch_points));
        const touches = touch_positions[0..touch_count];
        // Get touch points positions
        for (touches, 0..) |*position, i| position.* = rl.getTouchPosition(@intCast(i));

        // Draw
        rl.beginDrawing();
        defer rl.endDrawing();

        rl.clearBackground(.ray_white);

        for (touches, 0..) |position, i| {
            // Make sure point is not (0, 0) as this means there is no touch for it
            if (position.x > 0 and position.y > 0) {
                // Draw circle and touch index number
                rl.drawCircleV(position, 34, .orange);
                const x: i32 = @intFromFloat(position.x);
                const y: i32 = @intFromFloat(position.y);
                rl.drawText(rl.textFormat("{d}", .{i}), x - 10, y - 70, 40, .black);
            }
        }

        rl.drawText("touch the screen at multiple locations to get multiple balls", 10, 10, 20, .dark_gray);
    }
}
/*******************************************************************************************
*
*   raylib [core] example - input multitouch
*
*   Example complexity rating: [★☆☆☆] 1/4
*
*   Example originally created with raylib 2.1, last time updated with raylib 2.5
*
*   Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5)
*
*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
*   BSD-like license that allows static linking with closed source software
*
*   Copyright (c) 2019-2025 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include "raylib.h"

#define MAX_TOUCH_POINTS 10

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");

    Vector2 touchPositions[MAX_TOUCH_POINTS] = { 0 };

    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
    //---------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        // Get the touch point count ( how many fingers are touching the screen )
        int tCount = GetTouchPointCount();
        // Clamp touch points available ( set the maximum touch points allowed )
        if (tCount > MAX_TOUCH_POINTS) tCount = MAX_TOUCH_POINTS;
        // Get touch points positions
        for (int i = 0; i < tCount; i++) touchPositions[i] = GetTouchPosition(i);
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            for (int i = 0; i < tCount; i++)
            {
                // Make sure point is not (0, 0) as this means there is no touch for it
                if ((touchPositions[i].x > 0) && (touchPositions[i].y > 0))
                {
                    // Draw circle and touch index number
                    DrawCircleV(touchPositions[i], 34, ORANGE);
                    DrawText(TextFormat("%d", i), (int)touchPositions[i].x - 10, (int)touchPositions[i].y - 70, 40, BLACK);
                }
            }

            DrawText("touch the screen at multiple locations to get multiple balls", 10, 10, 20, DARKGRAY);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

From raylib 6.2. The original on GitHub.