mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-21 19:51:33 +00:00
Mouse working in main menu
and game library loads, intro plays, but crashing in a sequence atm
This commit is contained in:
parent
9627464541
commit
b1d847e0d8
9 changed files with 66 additions and 33 deletions
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@ -215,19 +215,9 @@ float clamp(float _min, float _val, float _max)
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}
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void interactWithTouchScreen(bool reset, ovrInputStateTrackedRemote *newState, ovrInputStateTrackedRemote *oldState) {
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static float cursorX = 0.25f;
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static float cursorY = 0.125f;
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if (reset)
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{
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cursorX = 0.25f;
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cursorY = 0.125f;
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}
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cursorX += (float)(vr.weaponangles_delta[YAW] / 180.0);
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cursorX = clamp(0.0, cursorX, 0.5);
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cursorY += (float)(-vr.weaponangles_delta[PITCH] / 220.0);
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cursorY = clamp(0.0, cursorY, 0.4);
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float cursorX = (float)(-vr.weaponangles[YAW] / 90.0) + 0.5f;
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float cursorY = (float)(vr.weaponangles[PITCH] / 90.0) + 0.5f;
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PortableMouseAbs(cursorX, cursorY);
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}
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@ -16,7 +16,7 @@ LOCAL_LDLIBS := $(JK3_BASE_LDLIBS)
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LOCAL_LDLIBS += -lGLESv3 -landroid -lEGL -ldl -llog
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LOCAL_STATIC_LIBRARIES := libpng libjpeg
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# LOCAL_SHARED_LIBRARIES := gl4es
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LOCAL_SHARED_LIBRARIES := gl4es
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LOCAL_C_INCLUDES := $(JK3_BASE_C_INCLUDES) $(SUPPORT_LIBS)/libpng $(TOP_DIR) $(SPDir)/rd-vanilla $(SPDir)/rd-common
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@ -749,7 +749,6 @@ void *Sys_LoadGameDll( const char *name, void *(QDECL **moduleAPI)(int, ...) )
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char *fn;
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char filename[MAX_OSPATH];
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//Com_sprintf (filename, sizeof(filename), "%s" ARCH_STRING DLL_EXT, name);
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#if 0
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libHandle = Sys_LoadLibrary( filename );
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@ -762,6 +761,7 @@ void *Sys_LoadGameDll( const char *name, void *(QDECL **moduleAPI)(int, ...) )
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#endif
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Com_sprintf (filename, sizeof(filename), "%s" ARCH_STRING DLL_EXT, name);
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char lib_path[512];
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char *libdir = (char*)getenv("JK_LIBDIR");
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sprintf(lib_path,"%s/lib%s", libdir,filename);
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@ -864,12 +864,11 @@ void *Sys_LoadSPGameDll( const char *name, GetGameAPIProc **GetGameAPI )
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assert( GetGameAPI );
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Com_sprintf (filename, sizeof(filename), "%s" ARCH_STRING DLL_EXT, name);
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char lib_path[512];
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char *libdir = (char*)getenv("JK_LIBDIR");
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sprintf(lib_path,"%s/lib%s", libdir,filename);
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libHandle = dlopen (lib_path, RTLD_LAZY );
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#if defined(MACOS_X) && !defined(_JK2EXE)
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//First, look for the old-style mac .bundle that's inside a pk3
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//It's actually zipped, and the zipfile has the same name as 'name'
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libHandle = Sys_LoadMachOBundle( filename );
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#endif
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if (!libHandle) {
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char *basepath = Cvar_VariableString( "fs_basepath" );
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@ -881,10 +880,8 @@ void *Sys_LoadSPGameDll( const char *name, GetGameAPIProc **GetGameAPI )
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#endif
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const char *searchPaths[] = {
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libdir,
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homepath,
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#ifdef MACOS_X
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apppath,
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#endif
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basepath,
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cdpath,
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};
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@ -221,7 +221,6 @@ void PortableMouse(float dx,float dy)
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mdx += dx;
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mdy += dy;
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//Sys_QueEvent( t, SE_MOUSE, mx, my, 0, NULL );
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}
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@ -229,11 +228,13 @@ int absx=0,absy=0;
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void JKVR_GetScreenRes(int *width, int *height);
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void PortableMouseAbs(float x,float y)
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{
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int width;
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int height;
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JKVR_GetScreenRes(&width, &height);
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absx = x * width;
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absy = y * height;
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//int width;
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//int height;
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//JKVR_GetScreenRes(&width, &height);
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absx = x * 640;
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absy = y * 480;
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CL_MouseEvent(absx, absy, 0);
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}
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@ -1378,7 +1378,7 @@ void CFxScheduler::AddScheduledEffects( bool portal )
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CreateEffect( effect->mpTemplate, effect->mClientID,
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theFxHelper.mTime - effect->mStartTime );
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}
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else if (effect->mBoltNum == -1)
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else if (effect->mBoltNum == (char)-1)
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{// normal effect
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if ( effect->mEntNum != -1 ) // -1
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{
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@ -1397,7 +1397,7 @@ void CFxScheduler::AddScheduledEffects( bool portal )
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else
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{ //bolted on effect
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// do we need to go and re-get the bolt matrix again? Since it takes time lets try to do it only once
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if ((effect->mModelNum != oldModelNum) || (effect->mEntNum != oldEntNum) || (effect->mBoltNum != oldBoltIndex))
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if ((effect->mModelNum != oldModelNum) || (effect->mEntNum != oldEntNum) || (effect->mBoltNum != (char)oldBoltIndex))
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{
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const centity_t ¢ = cg_entities[effect->mEntNum];
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if (cent.gent->ghoul2.IsValid())
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@ -438,14 +438,19 @@ void CL_KeyMove( usercmd_t *cmd ) {
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cmd->upmove = ClampChar( up );
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}
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void _UI_MouseEvent( int dx, int dy );
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void _UI_MouseEventAbs( int x, int y );
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/*
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=================
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CL_MouseEvent
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=================
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*/
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void CL_MouseEvent( int dx, int dy, int time ) {
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void CL_MouseEvent( int x, int y, int time ) {
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if ( Key_GetCatcher( ) & KEYCATCH_UI ) {
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_UI_MouseEventAbs( x, y );
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}
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/*
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if ( Key_GetCatcher( ) & KEYCATCH_UI ) {
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_UI_MouseEvent( dx, dy );
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}
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@ -453,6 +458,7 @@ void CL_MouseEvent( int dx, int dy, int time ) {
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cl.mouseDx[cl.mouseIndex] += dx;
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cl.mouseDy[cl.mouseIndex] += dy;
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}
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*/
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}
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/*
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@ -779,7 +779,7 @@ static void InitOpenGL( void )
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// set default state
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GL_SetDefaultState();
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R_Splash(); //get something on screen asap
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//R_Splash(); //get something on screen asap
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}
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else
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{
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@ -212,6 +212,7 @@ extern uiInfo_t uiInfo;
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void _UI_Init( qboolean inGameLoad );
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void _UI_DrawRect( float x, float y, float width, float height, float size, const float *color );
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void _UI_MouseEvent( int dx, int dy );
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void _UI_MouseEventAbs( int x, int y );
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void _UI_KeyEvent( int key, qboolean down );
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void UI_Report(void);
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@ -4037,6 +4037,44 @@ void _UI_MouseEvent( int dx, int dy )
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}
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/*
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=================
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UI_MouseEventAbs
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=================
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*/
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//JLFMOUSE CALLED EACH FRAME IN UI
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void _UI_MouseEventAbs( int x, int y )
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{
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// update mouse screen position
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uiInfo.uiDC.cursorx = x;
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if (uiInfo.uiDC.cursorx < 0)
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{
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uiInfo.uiDC.cursorx = 0;
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}
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else if (uiInfo.uiDC.cursorx > SCREEN_WIDTH)
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{
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uiInfo.uiDC.cursorx = SCREEN_WIDTH;
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}
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uiInfo.uiDC.cursory = y;
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if (uiInfo.uiDC.cursory < 0)
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{
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uiInfo.uiDC.cursory = 0;
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}
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else if (uiInfo.uiDC.cursory > SCREEN_HEIGHT)
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{
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uiInfo.uiDC.cursory = SCREEN_HEIGHT;
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}
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if (Menu_Count() > 0)
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{
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//menuDef_t *menu = Menu_GetFocused();
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//Menu_HandleMouseMove(menu, uiInfo.uiDC.cursorx, uiInfo.uiDC.cursory);
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Display_MouseMove(NULL, uiInfo.uiDC.cursorx, uiInfo.uiDC.cursory);
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}
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}
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/*
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=================
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UI_KeyEvent
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