input multitouch
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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.