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/*
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vid_sdl.c - SDL input component
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Copyright (C) 2018 a1batross
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#if !XASH_DEDICATED
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#include <SDL.h>
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#include "common.h"
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#include "keydefs.h"
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#include "input.h"
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#include "client.h"
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#include "vgui_draw.h"
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#include "events.h"
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#include "sound.h"
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#include "vid_common.h"
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SDL_Joystick *g_joy = NULL;
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#if !SDL_VERSION_ATLEAST( 2, 0, 0 )
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#define SDL_WarpMouseInWindow( win, x, y ) SDL_WarpMouse( ( x ), ( y ) )
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#else
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static struct
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{
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qboolean initialized;
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SDL_Cursor *cursors[dc_last];
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} cursors;
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#endif
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/*
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=============
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Platform_GetMousePos
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=============
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*/
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void GAME_EXPORT Platform_GetMousePos( int *x, int *y )
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{
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SDL_GetMouseState( x, y );
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}
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/*
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=============
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Platform_SetMousePos
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============
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*/
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void GAME_EXPORT Platform_SetMousePos( int x, int y )
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{
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SDL_WarpMouseInWindow( host.hWnd, x, y );
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}
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/*
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========================
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Platform_MouseMove
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========================
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*/
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void Platform_MouseMove( float *x, float *y )
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{
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int m_x, m_y;
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SDL_GetRelativeMouseState( &m_x, &m_y );
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*x = (float)m_x;
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*y = (float)m_y;
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}
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/*
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=============
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Platform_GetClipobardText
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=============
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*/
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int Platform_GetClipboardText( char *buffer, size_t size )
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{
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#if SDL_VERSION_ATLEAST( 2, 0, 0 )
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int textLength;
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char *sdlbuffer = SDL_GetClipboardText();
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if( !sdlbuffer )
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return 0;
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if (buffer && size > 0)
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{
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textLength = Q_strncpy( buffer, sdlbuffer, size );
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}
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else {
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textLength = Q_strlen( sdlbuffer );
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}
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SDL_free( sdlbuffer );
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return textLength;
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#else // SDL_VERSION_ATLEAST( 2, 0, 0 )
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buffer[0] = 0;
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#endif // SDL_VERSION_ATLEAST( 2, 0, 0 )
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return 0;
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}
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/*
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=============
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Platform_SetClipobardText
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=============
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*/
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void Platform_SetClipboardText( const char *buffer )
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{
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#if SDL_VERSION_ATLEAST( 2, 0, 0 )
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SDL_SetClipboardText( buffer );
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#endif // SDL_VERSION_ATLEAST( 2, 0, 0 )
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}
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/*
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=============
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Platform_Vibrate
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=============
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*/
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void Platform_Vibrate( float time, char flags )
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{
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// stub
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}
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/*
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=============
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SDLash_EnableTextInput
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=============
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*/
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void Platform_EnableTextInput( qboolean enable )
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{
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#if SDL_VERSION_ATLEAST( 2, 0, 0 )
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enable ? SDL_StartTextInput() : SDL_StopTextInput();
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#endif // SDL_VERSION_ATLEAST( 2, 0, 0 )
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}
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/*
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=============
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SDLash_JoyInit_Old
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=============
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*/
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static int SDLash_JoyInit_Old( int numjoy )
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{
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int num;
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int i;
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Con_Reportf( "Joystick: SDL\n" );
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if( SDL_WasInit( SDL_INIT_JOYSTICK ) != SDL_INIT_JOYSTICK &&
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SDL_InitSubSystem( SDL_INIT_JOYSTICK ) )
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{
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Con_Reportf( "Failed to initialize SDL Joysitck: %s\n", SDL_GetError() );
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return 0;
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}
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if( g_joy )
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{
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SDL_JoystickClose( g_joy );
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}
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num = SDL_NumJoysticks();
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if( num > 0 )
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Con_Reportf( "%i joysticks found:\n", num );
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else
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{
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Con_Reportf( "No joystick found.\n" );
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return 0;
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}
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#if SDL_VERSION_ATLEAST( 2, 0, 0 )
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for( i = 0; i < num; i++ )
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Con_Reportf( "%i\t: %s\n", i, SDL_JoystickNameForIndex( i ) );
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#endif // SDL_VERSION_ATLEAST( 2, 0, 0 )
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Con_Reportf( "Pass +set joy_index N to command line, where N is number, to select active joystick\n" );
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g_joy = SDL_JoystickOpen( numjoy );
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if( !g_joy )
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{
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Con_Reportf( "Failed to select joystick: %s\n", SDL_GetError( ) );
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return 0;
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}
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#if SDL_VERSION_ATLEAST( 2, 0, 0 )
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Con_Reportf( "Selected joystick: %s\n"
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"\tAxes: %i\n"
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"\tHats: %i\n"
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"\tButtons: %i\n"
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"\tBalls: %i\n",
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SDL_JoystickName( g_joy ), SDL_JoystickNumAxes( g_joy ), SDL_JoystickNumHats( g_joy ),
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SDL_JoystickNumButtons( g_joy ), SDL_JoystickNumBalls( g_joy ) );
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SDL_GameControllerEventState( SDL_DISABLE );
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#endif // SDL_VERSION_ATLEAST( 2, 0, 0 )
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SDL_JoystickEventState( SDL_ENABLE );
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return num;
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}
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#if SDL_VERSION_ATLEAST( 2, 0, 0 )
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/*
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=============
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SDLash_JoyInit_New
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=============
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*/
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static int SDLash_JoyInit_New( int numjoy )
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{
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int count, numJoysticks, i;
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Con_Reportf( "Joystick: SDL GameController API\n" );
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if( SDL_WasInit( SDL_INIT_GAMECONTROLLER ) != SDL_INIT_GAMECONTROLLER &&
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SDL_InitSubSystem( SDL_INIT_GAMECONTROLLER ) )
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{
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Con_Reportf( "Failed to initialize SDL GameController API: %s\n", SDL_GetError() );
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return 0;
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}
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SDL_GameControllerAddMappingsFromFile( "controllermappings.txt" );
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count = 0;
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numJoysticks = SDL_NumJoysticks();
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for ( i = 0; i < numJoysticks; i++ )
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if( SDL_IsGameController( i ) )
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++count;
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return count;
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}
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#endif // SDL_VERSION_ATLEAST( 2, 0, 0 )
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/*
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=============
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Platform_JoyInit
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=============
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*/
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int Platform_JoyInit( int numjoy )
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{
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#if SDL_VERSION_ATLEAST( 2, 0, 0 )
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// SDL_Joystick is now an old API
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// SDL_GameController is preferred
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if( !Sys_CheckParm( "-sdl_joy_old_api" ) )
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return SDLash_JoyInit_New(numjoy);
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#endif // SDL_VERSION_ATLEAST( 2, 0, 0 )
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return SDLash_JoyInit_Old(numjoy);
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}
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/*
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========================
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SDLash_InitCursors
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========================
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*/
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void SDLash_InitCursors( void )
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{
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#if SDL_VERSION_ATLEAST( 2, 0, 0 )
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if( cursors.initialized )
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SDLash_FreeCursors();
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// load up all default cursors
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cursors.cursors[dc_none] = NULL;
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cursors.cursors[dc_arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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cursors.cursors[dc_ibeam] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
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cursors.cursors[dc_hourglass] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
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cursors.cursors[dc_crosshair] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_CROSSHAIR);
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cursors.cursors[dc_up] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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cursors.cursors[dc_sizenwse] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
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cursors.cursors[dc_sizenesw] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
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cursors.cursors[dc_sizewe] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
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cursors.cursors[dc_sizens] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
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cursors.cursors[dc_sizeall] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
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cursors.cursors[dc_no] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
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cursors.cursors[dc_hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
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cursors.initialized = true;
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#endif
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}
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/*
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========================
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SDLash_FreeCursors
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========================
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*/
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void SDLash_FreeCursors( void )
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{
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#if SDL_VERSION_ATLEAST( 2, 0, 0 )
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int i = 0;
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for( ; i < ARRAYSIZE( cursors.cursors ); i++ )
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{
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if( cursors.cursors[i] )
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SDL_FreeCursor( cursors.cursors[i] );
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cursors.cursors[i] = NULL;
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}
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cursors.initialized = false;
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#endif // SDL_VERSION_ATLEAST( 2, 0, 0 )
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}
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/*
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========================
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Platform_SetCursorType
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========================
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*/
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void Platform_SetCursorType( VGUI_DefaultCursor type )
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{
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qboolean visible;
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#if SDL_VERSION_ATLEAST( 2, 0, 0 )
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if( !cursors.initialized )
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return;
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#endif
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if( cls.key_dest != key_game || cl.paused )
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return;
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switch( type )
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{
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case dc_user:
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case dc_none:
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visible = false;
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break;
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default:
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visible = true;
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break;
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}
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host.mouse_visible = visible;
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if( CVAR_TO_BOOL( touch_emulate ))
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return;
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#if SDL_VERSION_ATLEAST( 2, 0, 0 )
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if( host.mouse_visible )
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{
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SDL_SetCursor( cursors.cursors[type] );
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SDL_ShowCursor( true );
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Key_EnableTextInput( true, false );
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}
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else
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{
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SDL_ShowCursor( false );
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Key_EnableTextInput( false, false );
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}
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#else
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if( host.mouse_visible )
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{
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SDL_ShowCursor( true );
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}
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else
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{
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SDL_ShowCursor( false );
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}
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#endif
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}
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/*
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========================
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Platform_GetKeyModifiers
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========================
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*/
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key_modifier_t Platform_GetKeyModifiers( void )
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{
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#if SDL_VERSION_ATLEAST( 2, 0, 0 )
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SDL_Keymod modFlags;
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key_modifier_t resultFlags;
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resultFlags = KeyModifier_None;
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modFlags = SDL_GetModState();
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if( FBitSet( modFlags, KMOD_LCTRL ))
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SetBits( resultFlags, KeyModifier_LeftCtrl );
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if( FBitSet( modFlags, KMOD_RCTRL ))
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SetBits( resultFlags, KeyModifier_RightCtrl );
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if( FBitSet( modFlags, KMOD_RSHIFT ))
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SetBits( resultFlags, KeyModifier_RightShift );
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if( FBitSet( modFlags, KMOD_LSHIFT ))
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SetBits( resultFlags, KeyModifier_LeftShift );
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if( FBitSet( modFlags, KMOD_LALT ))
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SetBits( resultFlags, KeyModifier_LeftAlt );
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if( FBitSet( modFlags, KMOD_RALT ))
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SetBits( resultFlags, KeyModifier_RightAlt );
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if( FBitSet( modFlags, KMOD_NUM ))
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SetBits( resultFlags, KeyModifier_NumLock );
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if( FBitSet( modFlags, KMOD_CAPS ))
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SetBits( resultFlags, KeyModifier_CapsLock );
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if( FBitSet( modFlags, KMOD_RGUI ))
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SetBits( resultFlags, KeyModifier_RightSuper );
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if( FBitSet( modFlags, KMOD_LGUI ))
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|
|
SetBits( resultFlags, KeyModifier_LeftSuper );
|
|
|
|
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|
|
|
return resultFlags;
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|
|
|
#else
|
|
|
|
return KeyModifier_None;
|
|
|
|
#endif
|
|
|
|
}
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|
|
|
#endif // XASH_DEDICATED
|