mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
- removed some SDL 1 parts.
This commit is contained in:
parent
afe5128c70
commit
b389c99bf5
3 changed files with 2 additions and 207 deletions
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@ -1,13 +0,0 @@
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#include "compat.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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void wii_open(void);
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void wii_initgamevideo(void);
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#ifdef __cplusplus
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}
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#endif
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@ -1,39 +0,0 @@
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// Windows DIB/DirectDraw interface layer for the Build Engine
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// Originally by Jonathon Fowler (jf@jonof.id.au)
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#ifndef build_interface_layer_
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#define build_interface_layer_ WIN
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#include "compat.h"
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#include "windows_inc.h"
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extern uint32_t maxrefreshfreq;
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extern int32_t glusecds;
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extern char di_disabled;
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extern char forcegl;
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HWND win_gethwnd(void);
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HINSTANCE win_gethinstance(void);
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extern void idle_waitevent_timeout(uint32_t timeout);
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static inline void idle_waitevent(void)
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{
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idle_waitevent_timeout(100);
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}
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static inline void idle(void)
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{
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idle_waitevent();
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}
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#include "baselayer.h"
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#else
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#if (build_interface_layer_ != WIN)
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#error "Already using the " build_interface_layer_ ". Can't now use Windows."
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#endif
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#endif // build_interface_layer_
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@ -25,16 +25,10 @@
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# include "gtkbits.h"
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#endif
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#ifdef __ANDROID__
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# include <android/log.h>
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#elif defined __APPLE__
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#if defined __APPLE__
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# include "osxbits.h"
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# include <mach/mach.h>
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# include <mach/mach_time.h>
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#elif defined GEKKO
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# include "wiibits.h"
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# include <ogc/lwp.h>
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# include <ogc/lwp_watchdog.h>
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#elif defined _WIN32
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# include "winbits.h"
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#endif
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@ -948,15 +942,6 @@ int32_t initinput(void)
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memset(g_keyNameTable, 0, sizeof(g_keyNameTable));
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#if SDL_MAJOR_VERSION == 1
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#define SDL_SCANCODE_TO_KEYCODE(x) (SDLKey)(x)
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#define SDL_JoystickNameForIndex(x) SDL_JoystickName(x)
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#define SDL_NUM_SCANCODES SDLK_LAST
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if (SDL_EnableKeyRepeat(250, 30))
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initprintf("Error enabling keyboard repeat.\n");
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SDL_EnableUNICODE(1); // let's hope this doesn't hit us too hard
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#endif
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for (i = SDL_NUM_SCANCODES - 1; i >= 0; i--)
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{
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if (!keytranslation[i])
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@ -965,16 +950,9 @@ int32_t initinput(void)
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Bstrncpyz(g_keyNameTable[keytranslation[i]], SDL_GetKeyName(SDL_SCANCODE_TO_KEYCODE(i)), sizeof(g_keyNameTable[0]));
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}
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#if SDL_MAJOR_VERSION >= 2
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if (!SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER))
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#else
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if (!SDL_InitSubSystem(SDL_INIT_JOYSTICK))
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#endif
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{
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#if SDL_MAJOR_VERSION >= 2
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LoadSDLControllerDB();
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#endif
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joyScanDevices();
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}
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@ -986,18 +964,13 @@ int32_t initinput(void)
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//
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void uninitinput(void)
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{
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#ifdef _WIN32
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Win_SetKeyboardLayoutUS(0);
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#endif
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mouseUninit();
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#if SDL_MAJOR_VERSION >= 2
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if (controller)
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{
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SDL_GameControllerClose(controller);
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controller = NULL;
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}
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#endif
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if (joydev)
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{
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@ -1006,7 +979,6 @@ void uninitinput(void)
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}
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}
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#ifndef GEKKO
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const char *joyGetName(int32_t what, int32_t num)
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{
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static char tmp[64];
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@ -1017,13 +989,8 @@ const char *joyGetName(int32_t what, int32_t num)
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if ((unsigned)num > (unsigned)joystick.numAxes)
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return NULL;
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#if SDL_MAJOR_VERSION >= 2
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if (controller)
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{
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# if 0
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// Use this if SDL's provided strings ever become user-friendly.
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return SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)num);
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# else
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static char const * axisStrings[] =
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{
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"Left Stick X-Axis",
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@ -1035,9 +1002,7 @@ const char *joyGetName(int32_t what, int32_t num)
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NULL
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};
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return axisStrings[num];
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# endif
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}
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#endif
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Bsprintf(tmp, "Axis %d", num);
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return (char *)tmp;
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@ -1046,13 +1011,8 @@ const char *joyGetName(int32_t what, int32_t num)
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if ((unsigned)num > (unsigned)joystick.numButtons)
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return NULL;
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#if SDL_MAJOR_VERSION >= 2
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if (controller)
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{
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# if 0
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// See above.
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return SDL_GameControllerGetStringForButton((SDL_GameControllerButton)num);
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# else
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static char const * buttonStrings[] =
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{
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"A",
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NULL
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};
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return buttonStrings[num];
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# endif
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}
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#endif
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Bsprintf(tmp, "Button %d", num);
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return (char *)tmp;
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default: return NULL;
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}
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}
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#endif
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//
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@ -1110,7 +1067,6 @@ void mouseUninit(void)
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}
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#if SDL_MAJOR_VERSION != 1
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//
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// grabmouse_low() -- show/hide mouse cursor, lower level (doesn't check state).
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// furthermore return 0 if successful.
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static inline char grabmouse_low(char a)
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{
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#if !defined EDUKE32_TOUCH_DEVICES
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/* FIXME: Maybe it's better to make sure that grabmouse_low
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is called only when a window is ready? */
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if (sdl_window)
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SDL_SetWindowGrab(sdl_window, a ? SDL_TRUE : SDL_FALSE);
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return SDL_SetRelativeMouseMode(a ? SDL_TRUE : SDL_FALSE);
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#else
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UNREFERENCED_PARAMETER(a);
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return 0;
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#endif
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}
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#endif
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//
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// grabmouse() -- show/hide mouse cursor
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{
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if (appactive && g_mouseEnabled)
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{
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#if !defined EDUKE32_TOUCH_DEVICES
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if ((grab != g_mouseGrabbed) && !grabmouse_low(grab))
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#endif
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g_mouseGrabbed = grab;
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}
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else
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}
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//
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//
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// ---------------------------------------
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//
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// All things Timer
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// Ken did this
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//
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// ---------------------------------------
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//
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//
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//
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//
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// ---------------------------------------
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if (videoCheckMode(x, y, c, fs, 0) < 0)
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return -1;
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#ifdef GEKKO
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if (!sdl_surface) // only run this the first time we set a video mode
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wii_initgamevideo();
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#endif
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startwin_close();
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if (g_mouseGrabbed)
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while (lockcount) videoEndDrawing();
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#ifdef USE_OPENGL
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if (sdl_surface)
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{
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if (bpp > 8)
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return 0;
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}
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else
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#endif
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{
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softsurface_destroy();
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}
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if (!gammabrightness)
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{
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// float f = 1.0 + ((float)curbrightness / 10.0);
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#if SDL_MAJOR_VERSION != 1
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if (SDL_GetWindowGammaRamp(sdl_window, sysgamma[0], sysgamma[1], sysgamma[2]) == 0)
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#else
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if (SDL_GetGammaRamp(sysgamma[0], sysgamma[1], sysgamma[2]) >= 0)
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#endif
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gammabrightness = 1;
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// see if gamma really is working by trying to set the brightness
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if (c > 8 || !nogl)
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{
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int32_t i;
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#ifdef USE_GLEXT
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int32_t multisamplecheck = (glmultisample > 0);
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#else
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int32_t multisamplecheck = 0;
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#endif
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if (nogl)
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return -1;
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{ SDL_GL_CONTEXT_MINOR_VERSION, 1 },
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#endif
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{ SDL_GL_DOUBLEBUFFER, 1 },
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#ifdef USE_GLEXT
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{ SDL_GL_MULTISAMPLEBUFFERS, glmultisample > 0 },
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{ SDL_GL_MULTISAMPLESAMPLES, glmultisample },
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#endif
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{ SDL_GL_STENCIL_SIZE, 1 },
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{ SDL_GL_ACCELERATED_VISUAL, 1 },
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};
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// begindrawing() -- locks the framebuffer for drawing
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//
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#ifdef DEBUG_FRAME_LOCKING
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uint32_t begindrawing_line[BEGINDRAWING_SIZE];
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const char *begindrawing_file[BEGINDRAWING_SIZE];
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void begindrawing_real(void)
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#else
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void videoBeginDrawing(void)
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#endif
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{
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if (bpp > 8)
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{
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//
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#if SDL_MAJOR_VERSION != 1
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#ifdef __ANDROID__
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extern "C" void AndroidDrawControls();
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#endif
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void videoShowFrame(int32_t w)
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{
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UNREFERENCED_PARAMETER(w);
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#ifdef __ANDROID__
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if (mobile_halted) return;
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#endif
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#ifdef USE_OPENGL
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if (!nogl)
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if (playing_blood)
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fullscreen_tint_gl_blood();
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#ifdef __ANDROID__
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AndroidDrawControls();
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#endif
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}
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else
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{
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@ -2003,11 +1904,7 @@ int32_t handleevents_peekkeys(void)
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{
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SDL_PumpEvents();
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#if SDL_MAJOR_VERSION==1
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return SDL_PeepEvents(NULL, 1, SDL_PEEKEVENT, SDL_EVENTMASK(SDL_KEYDOWN));
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#else
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return SDL_PeepEvents(NULL, 1, SDL_PEEKEVENT, SDL_KEYDOWN, SDL_KEYDOWN);
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#endif
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}
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void handleevents_updatemousestate(uint8_t state)
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{
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switch (ev->type)
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{
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#if !defined EDUKE32_IOS
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case SDL_MOUSEMOTION:
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#ifndef GEKKO
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g_mouseAbs.x = ev->motion.x;
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g_mouseAbs.y = ev->motion.y;
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#endif
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// SDL <VER> doesn't handle relative mouse movement correctly yet as the cursor still clips to the
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// screen edges
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// so, we call SDL_WarpMouse() to center the cursor and ignore the resulting motion event that occurs
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// <VER> is 1.3 for PK, 1.2 for tueidj
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if (appactive && g_mouseGrabbed)
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{
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# if SDL_MAJOR_VERSION==1
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if (ev->motion.x != xdim >> 1 || ev->motion.y != ydim >> 1)
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# endif
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{
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g_mousePos.x += ev->motion.xrel;
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g_mousePos.y += ev->motion.yrel;
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# if SDL_MAJOR_VERSION==1
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SDL_WarpMouse(xdim>>1, ydim>>1);
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# endif
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}
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}
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break;
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case SDL_BUTTON_RIGHT: j = 1; break;
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case SDL_BUTTON_MIDDLE: j = 2; break;
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#if SDL_MAJOR_VERSION == 1
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case SDL_BUTTON_WHEELUP: // 4
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case SDL_BUTTON_WHEELDOWN: // 5
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j = ev->button.button;
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break;
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#endif
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/* Thumb buttons. */
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#if SDL_MAJOR_VERSION==1
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// NOTE: SDL1 does have SDL_BUTTON_X1, but that's not what is
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// generated. (Only tested on Linux and Windows.)
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case 8: j = 3; break;
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case 9: j = 6; break;
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#else
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// On SDL2/Windows and SDL >= 2.0.?/Linux, everything is as it should be.
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// If anyone cares about old versions of SDL2 on Linux, patches welcome.
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case SDL_BUTTON_X1: j = 3; break;
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case SDL_BUTTON_X2: j = 6; break;
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#endif
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}
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if (j < 0)
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if (ev->button.state == SDL_PRESSED)
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g_mouseBits |= (1 << j);
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else
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#if SDL_MAJOR_VERSION==1
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if (j != SDL_BUTTON_WHEELUP && j != SDL_BUTTON_WHEELDOWN)
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#endif
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g_mouseBits &= ~(1 << j);
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g_mouseBits &= ~(1 << j);
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if (g_mouseCallback)
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g_mouseCallback(j+1, ev->button.state == SDL_PRESSED);
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break;
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}
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#else
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# if SDL_MAJOR_VERSION != 1
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case SDL_FINGERUP:
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g_mouseClickState = MOUSE_RELEASED;
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break;
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case SDL_FINGERDOWN:
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g_mouseClickState = MOUSE_PRESSED;
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case SDL_FINGERMOTION:
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g_mouseAbs.x = Blrintf(ev->tfinger.x * xdim);
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g_mouseAbs.y = Blrintf(ev->tfinger.y * ydim);
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break;
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# endif
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#endif
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case SDL_JOYAXISMOTION:
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#if SDL_MAJOR_VERSION >= 2
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@ -2176,10 +2035,6 @@ int32_t handleevents_sdlcommon(SDL_Event *ev)
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else
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joystick.bits &= ~(1 << ev->jbutton.button);
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#ifdef GEKKO
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if (ev->jbutton.button == 0) // WII_A
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handleevents_updatemousestate(ev->jbutton.state);
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#endif
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}
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break;
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@ -2443,10 +2298,6 @@ int32_t handleevents_pollsdl(void)
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int32_t handleevents(void)
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{
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#ifdef __ANDROID__
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if (mobile_halted) return 0;
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#endif
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int32_t rv;
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if (inputchecked && g_mouseEnabled)
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@ -2472,7 +2323,3 @@ int32_t handleevents(void)
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return rv;
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}
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#if SDL_MAJOR_VERSION == 1
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#include "sdlayer12.cpp"
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#endif
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