client: reimplement input with SDL2, link client.dll with SDL2.
* Leave a way to use Windows input
This commit is contained in:
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36e0eb3e36
commit
5cd4d7bf4c
@ -15,7 +15,13 @@
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#include "camera.h"
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#include "in_defs.h"
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#define USE_SDL
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#ifndef USE_SDL
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#include "windows.h"
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#else
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#include "SDL2/SDL_mouse.h"
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#endif
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#include "port.h"
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float CL_KeyState (kbutton_t *key);
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@ -146,6 +152,17 @@ typedef struct
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extern trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end);
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#ifdef USE_SDL
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void SDL_GetCursorPos( POINT *p )
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{
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gEngfuncs.GetMousePosition( (int *)&p->x, (int *)&p->y );
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// SDL_GetMouseState( (int *)&p->x, (int *)&p->y );
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}
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void SDL_SetCursorPos( const int x, const int y )
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{
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}
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#endif
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void DLLEXPORT CAM_Think( void )
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{
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vec3_t origin;
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@ -194,7 +211,11 @@ void DLLEXPORT CAM_Think( void )
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if (cam_mousemove)
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{
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//get windows cursor position
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#ifndef USE_SDL
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GetCursorPos (&cam_mouse);
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#else
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SDL_GetCursorPos (&cam_mouse);
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#endif
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//check for X delta values and adjust accordingly
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//eventually adjust YAW based on amount of movement
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//don't do any movement of the cam using YAW/PITCH if we are zooming in/out the camera
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@ -269,7 +290,11 @@ void DLLEXPORT CAM_Think( void )
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cam_old_mouse_x=cam_mouse.x;
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cam_old_mouse_y=cam_mouse.y;
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}
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#ifndef USE_SDL
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SetCursorPos (gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY());
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#else
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SDL_SetCursorPos (gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY());
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#endif
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}
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}
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@ -327,7 +352,11 @@ void DLLEXPORT CAM_Think( void )
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//since we are done with the mouse
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cam_old_mouse_x=cam_mouse.x*gHUD.GetSensitivity();
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cam_old_mouse_y=cam_mouse.y*gHUD.GetSensitivity();
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#ifndef USE_SDL
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SetCursorPos (gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY());
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#else
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SDL_SetCursorPos (gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY());
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#endif
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}
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#ifdef LATER
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if( cam_contain->value )
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@ -540,7 +569,11 @@ void CAM_StartMouseMove(void)
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{
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cam_mousemove=1;
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iMouseInUse=1;
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#ifndef USE_SDL
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GetCursorPos (&cam_mouse);
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#else
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SDL_GetCursorPos (&cam_mouse);
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#endif
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if ( ( flSensitivity = gHUD.GetSensitivity() ) != 0 )
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{
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@ -587,7 +620,11 @@ void CAM_StartDistance(void)
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cam_distancemove=1;
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cam_mousemove=1;
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iMouseInUse=1;
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#ifndef USE_SDL
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GetCursorPos (&cam_mouse);
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#else
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SDL_GetCursorPos (&cam_mouse);
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#endif
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cam_old_mouse_x=cam_mouse.x*gHUD.GetSensitivity();
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cam_old_mouse_y=cam_mouse.y*gHUD.GetSensitivity();
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}
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@ -618,4 +655,4 @@ int DLLEXPORT CL_IsThirdPerson( void )
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void DLLEXPORT CL_CameraOffset( float *ofs )
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{
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VectorCopy( cam_ofs, ofs );
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}
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}
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@ -19,7 +19,16 @@
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#include "in_defs.h"
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#include "../engine/keydefs.h"
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#include "view.h"
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#include "windows.h"
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#include "port.h"
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#define USE_SDL
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#ifndef USE_SDL
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#include <windows.h>
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#else
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#include <SDL2/SDL_mouse.h>
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#include <SDL2/SDL_gamecontroller.h>
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#endif
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#define MOUSE_BUTTON_COUNT 5
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@ -65,7 +74,9 @@ cvar_t *sensitivity;
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int mouse_buttons;
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int mouse_oldbuttonstate;
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#ifndef USE_SDL
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POINT current_pos;
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#endif
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int mouse_x, mouse_y, old_mouse_x, old_mouse_y, mx_accum, my_accum;
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static int restore_spi;
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@ -96,6 +107,7 @@ enum _ControlList
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AxisTurn
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};
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#ifndef USE_SDL
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DWORD dwAxisFlags[JOY_MAX_AXES] =
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{
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JOY_RETURNX,
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@ -105,10 +117,15 @@ DWORD dwAxisFlags[JOY_MAX_AXES] =
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JOY_RETURNU,
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JOY_RETURNV
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};
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#endif
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DWORD dwAxisMap[ JOY_MAX_AXES ];
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DWORD dwControlMap[ JOY_MAX_AXES ];
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#ifdef USE_SDL
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int pdwRawValue[ JOY_MAX_AXES ];
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#else
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PDWORD pdwRawValue[ JOY_MAX_AXES ];
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#endif
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// none of these cvars are saved over a session
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// this means that advanced controller configuration needs to be executed
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@ -142,7 +159,11 @@ int joy_id;
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DWORD joy_flags;
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DWORD joy_numbuttons;
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#ifdef USE_SDL
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static SDL_GameController *s_pJoystick = NULL;
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#else
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static JOYINFOEX ji;
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#endif
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/*
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===========
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@ -170,8 +191,10 @@ void DLLEXPORT IN_ActivateMouse (void)
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{
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if (mouseinitialized)
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{
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#ifdef _WIN32
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if (mouseparmsvalid)
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restore_spi = SystemParametersInfo (SPI_SETMOUSE, 0, newmouseparms, 0);
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#endif
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mouseactive = 1;
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}
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}
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@ -185,9 +208,10 @@ void DLLEXPORT IN_DeactivateMouse (void)
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{
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if (mouseinitialized)
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{
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#ifdef _WIN32
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if (restore_spi)
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SystemParametersInfo (SPI_SETMOUSE, 0, originalmouseparms, 0);
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#endif
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mouseactive = 0;
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}
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}
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@ -203,6 +227,7 @@ void IN_StartupMouse (void)
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return;
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mouseinitialized = 1;
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#ifdef _WIN32
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mouseparmsvalid = SystemParametersInfo (SPI_GETMOUSE, 0, originalmouseparms, 0);
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if (mouseparmsvalid)
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@ -223,7 +248,7 @@ void IN_StartupMouse (void)
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newmouseparms[2] = originalmouseparms[2];
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}
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}
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#endif
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mouse_buttons = MOUSE_BUTTON_COUNT;
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}
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@ -258,7 +283,9 @@ FIXME: Call through to engine?
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*/
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void IN_ResetMouse( void )
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{
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SetCursorPos ( gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY() );
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#ifndef USE_SDL
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SetCursorPos ( gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY() );
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#endif
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}
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/*
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@ -314,10 +341,17 @@ void IN_MouseMove ( float frametime, usercmd_t *cmd)
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// GAGE -> if your dead you cant move your head dumbass :)
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if ( !iMouseInUse && !g_iVisibleMouse && !gHUD.m_iIntermission)
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{
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#ifdef USE_SDL
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int deltaX, deltaY;
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SDL_GetRelativeMouseState( &deltaX, &deltaY );
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mx = deltaX + mx_accum;
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my = deltaY + my_accum;
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#else
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GetCursorPos (¤t_pos);
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mx = current_pos.x - gEngfuncs.GetWindowCenterX() + mx_accum;
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my = current_pos.y - gEngfuncs.GetWindowCenterY() + my_accum;
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#endif
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mx_accum = 0;
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my_accum = 0;
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@ -410,10 +444,17 @@ void DLLEXPORT IN_Accumulate (void)
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{
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if (mouseactive)
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{
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#ifdef USE_SDL
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int x = 0, y = 0;
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SDL_GetRelativeMouseState( &x, &y );
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mx_accum += x;
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my_accum += y;
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#else
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GetCursorPos (¤t_pos);
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mx_accum += current_pos.x - gEngfuncs.GetWindowCenterX();
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my_accum += current_pos.y - gEngfuncs.GetWindowCenterY();
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#endif
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// force the mouse to the center, so there's room to move
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IN_ResetMouse();
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@ -445,16 +486,52 @@ IN_StartupJoystick
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void IN_StartupJoystick (void)
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{
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int numdevs;
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#ifndef USE_SDL
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JOYCAPS jc;
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MMRESULT mmr;
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#endif
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// assume no joystick
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joy_avail = 0;
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// abort startup if user requests no joystick
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if ( gEngfuncs.CheckParm ("-nojoy", NULL ) )
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return;
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#ifdef USE_SDL
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int nJoysticks = SDL_NumJoysticks();
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if( nJoysticks > 0 )
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{
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for( int i = 0; i < nJoysticks; i++ )
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{
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if( SDL_IsGameController( i ))
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{
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s_pJoystick = SDL_GameControllerOpen( i );
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if( s_pJoystick )
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{
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//save the joystick's number of buttons and POV status
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joy_numbuttons = SDL_CONTROLLER_BUTTON_MAX;
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joy_haspov = 0;
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// old button and POV states default to no buttons pressed
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joy_oldbuttonstate = joy_oldpovstate = 0;
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// mark the joystick as available and advanced initialization not completed
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// this is needed as cvars are not available during initialization
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gEngfuncs.Con_Printf ("joystick found\n\n", SDL_GameControllerName(s_pJoystick));
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joy_avail = 1;
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joy_advancedinit = 0;
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break;
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}
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}
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}
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}
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else
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{
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gEngfuncs.Con_DPrintf ("joystick not found -- driver not present\n\n");
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return;
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}
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#else
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// verify joystick driver is present
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if ((numdevs = joyGetNumDevs ()) == 0)
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{
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@ -501,6 +578,7 @@ void IN_StartupJoystick (void)
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gEngfuncs.Con_Printf ("joystick found\n\n", mmr);
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joy_avail = 1;
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joy_advancedinit = 0;
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#endif
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}
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@ -509,8 +587,27 @@ void IN_StartupJoystick (void)
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RawValuePointer
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===========
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*/
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#ifdef USE_SDL
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int RawValuePointer (int axis)
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#else
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PDWORD RawValuePointer (int axis)
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#endif
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{
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#ifdef USE_SDL
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switch (axis)
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{
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default:
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case JOY_AXIS_X:
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return SDL_GameControllerGetAxis( s_pJoystick, SDL_CONTROLLER_AXIS_LEFTX );
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case JOY_AXIS_Y:
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return SDL_GameControllerGetAxis( s_pJoystick, SDL_CONTROLLER_AXIS_LEFTY );
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case JOY_AXIS_Z:
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return SDL_GameControllerGetAxis( s_pJoystick, SDL_CONTROLLER_AXIS_RIGHTX );
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case JOY_AXIS_R:
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return SDL_GameControllerGetAxis( s_pJoystick, SDL_CONTROLLER_AXIS_RIGHTY );
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}
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return 0;
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#else
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switch (axis)
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{
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case JOY_AXIS_X:
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@ -528,6 +625,7 @@ PDWORD RawValuePointer (int axis)
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}
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// FIX: need to do some kind of error
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return &ji.dwXpos;
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#endif
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}
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@ -591,6 +689,7 @@ void Joy_AdvancedUpdate_f (void)
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dwControlMap[JOY_AXIS_V] = dwTemp & JOY_RELATIVE_AXIS;
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}
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#ifndef USE_SDL
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// compute the axes to collect from DirectInput
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joy_flags = JOY_RETURNCENTERED | JOY_RETURNBUTTONS | JOY_RETURNPOV;
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for (i = 0; i < JOY_MAX_AXES; i++)
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@ -600,6 +699,7 @@ void Joy_AdvancedUpdate_f (void)
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joy_flags |= dwAxisFlags[i];
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}
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}
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#endif
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}
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@ -621,7 +721,19 @@ void IN_Commands (void)
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// loop through the joystick buttons
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// key a joystick event or auxillary event for higher number buttons for each state change
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#ifdef USE_SDL
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buttonstate = 0;
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for( i = 0; i < SDL_CONTROLLER_BUTTON_MAX; i++ )
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{
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if( SDL_GameControllerGetButton( s_pJoystick, (SDL_GameControllerButton)i ))
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buttonstate |= i;
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}
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for (i = 0; i < JOY_MAX_AXES; i++)
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pdwRawValue[i] = RawValuePointer(i);
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#else
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buttonstate = ji.dwButtons;
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#endif
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for (i=0 ; i < (int)joy_numbuttons ; i++)
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{
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if ( (buttonstate & (1<<i)) && !(joy_oldbuttonstate & (1<<i)) )
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@ -644,6 +756,7 @@ void IN_Commands (void)
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// this avoids any potential problems related to moving from one
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// direction to another without going through the center position
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povstate = 0;
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#ifndef USE_SDL
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if(ji.dwPOV != JOY_POVCENTERED)
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{
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if (ji.dwPOV == JOY_POVFORWARD)
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@ -655,6 +768,7 @@ void IN_Commands (void)
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if (ji.dwPOV == JOY_POVLEFT)
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povstate |= 0x08;
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}
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#endif
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// determine which bits have changed and key an auxillary event for each change
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for (i=0 ; i < 4 ; i++)
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{
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@ -680,7 +794,7 @@ IN_ReadJoystick
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*/
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int IN_ReadJoystick (void)
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{
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#ifndef USE_SDL
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memset (&ji, 0, sizeof(ji));
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ji.dwSize = sizeof(ji);
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ji.dwFlags = joy_flags;
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@ -705,6 +819,10 @@ int IN_ReadJoystick (void)
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// joy_avail = 0;
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return 0;
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}
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#else
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SDL_JoystickUpdate();
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return 1;
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#endif
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}
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@ -754,10 +872,13 @@ void IN_JoyMove ( float frametime, usercmd_t *cmd )
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for (i = 0; i < JOY_MAX_AXES; i++)
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{
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// get the floating point zero-centered, potentially-inverted data for the current axis
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#ifdef USE_SDL
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fAxisValue = (float)pdwRawValue[i];
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#else
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fAxisValue = (float) *pdwRawValue[i];
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// move centerpoint to zero
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fAxisValue -= 32768.0;
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#endif
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if (joy_wwhack2->value != 0.0)
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{
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if (dwAxisMap[i] == AxisTurn)
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@ -948,4 +1069,4 @@ void IN_Init (void)
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IN_StartupMouse ();
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IN_StartupJoystick ();
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}
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}
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@ -9,12 +9,15 @@ def options(opt):
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opt.load('vgui')
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def configure(conf):
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conf.env.INCLUDES_SDL = ['../external/SDL2']
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conf.env.LIBPATH_SDL = ['../linux']
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conf.env.LIB_SDL = ['SDL2']
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conf.load('vgui')
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if not conf.check_vgui():
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conf.fatal('VGUI was enabled but VGUI cannot be used')
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def build(bld):
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libs = ['VGUI']
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libs = ['VGUI', 'SDL']
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defines = ['CLIENT_DLL']
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includes = ['.',
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'../dlls',
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@ -22,7 +25,8 @@ def build(bld):
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'../engine',
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'../pm_shared',
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'../game_shared',
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'../public']
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'../public',
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'../external/SDL2']
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source = [
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'./ev_thewastes.cpp',
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'./thewastes/hl_baseentity.cpp',
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