hedgewars/uInputHandler.pas
author Stepan777 <stepik-777@mail.ru>
Mon, 04 Jun 2012 21:32:30 +0400
changeset 7180 53ffc8853008
parent 7151 ec15d9e1a7e3
child 7194 d8e68cbca7ee
permissions -rw-r--r--
here it is
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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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; version 2 of the License
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 *
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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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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uInputHandler;
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interface
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uses SDLh, uTypes;
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procedure initModule;
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procedure freeModule;
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function  KeyNameToCode(name: shortstring): word;
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procedure ProcessMouse(event: TSDL_MouseButtonEvent; ButtonDown: boolean);
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procedure ProcessKey(event: TSDL_KeyboardEvent); inline;
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procedure ProcessKey(code: LongInt; KeyDown: boolean);
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procedure ResetKbd;
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procedure FreezeEnterKey;
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procedure InitKbdKeyTable;
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procedure SetBinds(var binds: TBinds);
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procedure SetDefaultBinds;
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procedure ControllerInit;
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procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
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procedure ControllerHatEvent(joy, hat, value: Byte);
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procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);
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implementation
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uses uConsole, uCommands, uMisc, uVariables, uConsts, uUtils, uDebug;
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var tkbd: array[0..cKeyMaxIndex] of boolean;
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    quitKeyCode: Byte;
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    KeyNames: array [0..cKeyMaxIndex] of string[15];
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    CurrentBinds: TBinds;
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function KeyNameToCode(name: shortstring): word;
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var code: Word;
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begin
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    name:= LowerCase(name);
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    code:= cKeyMaxIndex;
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    while (code > 0) and (KeyNames[code] <> name) do dec(code);
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    KeyNameToCode:= code;
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end;
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procedure ProcessKey(code: LongInt; KeyDown: boolean);
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var
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    Trusted: boolean;
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    s      : string;
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begin
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if not(tkbd[code] xor KeyDown) then exit;
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tkbd[code]:= KeyDown;
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hideAmmoMenu:= false;
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Trusted:= (CurrentTeam <> nil)
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          and (not CurrentTeam^.ExtDriven)
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          and (CurrentHedgehog^.BotLevel = 0);
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// ctrl/cmd + q to close engine and frontend
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if(KeyDown and (code = quitKeyCode)) then
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    begin
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{$IFDEF DARWIN}
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    if tkbd[KeyNameToCode('left_meta')] or tkbd[KeyNameToCode('right_meta')] then
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{$ELSE}
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    if tkbd[KeyNameToCode('left_ctrl')] or tkbd[KeyNameToCode('right_ctrl')] then
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{$ENDIF}
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        ParseCommand('halt', true);    
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    end;
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if CurrentBinds[code][0] <> #0 then
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    begin
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    if (code > 3) and KeyDown and not ((CurrentBinds[code] = 'put') or (CurrentBinds[code] = 'ammomenu') or (CurrentBinds[code] = '+cur_u') or (CurrentBinds[code] = '+cur_d') or (CurrentBinds[code] = '+cur_l') or (CurrentBinds[code] = '+cur_r')) then hideAmmoMenu:= true;
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    if KeyDown then
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        begin
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        ParseCommand(CurrentBinds[code], Trusted);
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        if (CurrentTeam <> nil) and (not CurrentTeam^.ExtDriven) and (ReadyTimeLeft > 1) then
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            ParseCommand('gencmd R', true)
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        end
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    else if (CurrentBinds[code][1] = '+') then
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        begin
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        s:= CurrentBinds[code];
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        s[1]:= '-';
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        ParseCommand(s, Trusted);
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        if (CurrentTeam <> nil) and (not CurrentTeam^.ExtDriven) and (ReadyTimeLeft > 1) then
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            ParseCommand('gencmd R', true)
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        end;
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    end
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end;
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procedure ProcessKey(event: TSDL_KeyboardEvent); inline;
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begin
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    ProcessKey(event.keysym.sym, event.type_ = SDL_KEYDOWN);
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end;
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procedure ProcessMouse(event: TSDL_MouseButtonEvent; ButtonDown: boolean);
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begin
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case event.button of
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    SDL_BUTTON_LEFT:
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        ProcessKey(KeyNameToCode('mousel'), ButtonDown);
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    SDL_BUTTON_MIDDLE:
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        ProcessKey(KeyNameToCode('mousem'), ButtonDown);
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    SDL_BUTTON_RIGHT:
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        ProcessKey(KeyNameToCode('mouser'), ButtonDown);
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    SDL_BUTTON_WHEELDOWN:
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        ProcessKey(KeyNameToCode('wheeldown'), ButtonDown);
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    SDL_BUTTON_WHEELUP:
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        ProcessKey(KeyNameToCode('wheelup'), ButtonDown);
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    end;
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end;
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procedure ResetKbd;
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var t: LongInt;
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begin
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for t:= 0 to cKeyMaxIndex do
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    if tkbd[t] then
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        ProcessKey(t, False);
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end;
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procedure InitKbdKeyTable;
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var i, j, k, t: LongInt;
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    s: string[15];
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begin
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//TODO in sdl13 this overrides some values (A and B) change indices to some other values at the back perhaps?
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KeyNames[1]:= 'mousel';
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KeyNames[2]:= 'mousem';
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KeyNames[3]:= 'mouser';
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KeyNames[4]:= 'wheelup';
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KeyNames[5]:= 'wheeldown';
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for i:= 6 to cKeyMaxIndex do
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    begin
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    s:= shortstring(sdl_getkeyname(i));
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    //WriteLnToConsole(IntToStr(i) + ': ' + s + ' ' + IntToStr(cKeyMaxIndex));
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    if s = 'unknown key' then KeyNames[i]:= ''
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    else 
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        begin
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        for t:= 1 to Length(s) do
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            if s[t] = ' ' then
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                s[t]:= '_';
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        KeyNames[i]:= LowerCase(s)
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        end;
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    end;
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quitKeyCode:= KeyNameToCode(_S'q');
167
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// get the size of keyboard array
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SDL_GetKeyState(@k);
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// Controller(s)
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for j:= 0 to Pred(ControllerNumControllers) do
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    begin
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    for i:= 0 to Pred(ControllerNumAxes[j]) do
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        begin
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        keynames[k + 0]:= 'j' + IntToStr(j) + 'a' + IntToStr(i) + 'u';
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        keynames[k + 1]:= 'j' + IntToStr(j) + 'a' + IntToStr(i) + 'd';
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        inc(k, 2);
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        end;
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    for i:= 0 to Pred(ControllerNumHats[j]) do
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        begin
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        keynames[k + 0]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'u';
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        keynames[k + 1]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'r';
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        keynames[k + 2]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'd';
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        keynames[k + 3]:= 'j' + IntToStr(j) + 'h' + IntToStr(i) + 'l';
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        inc(k, 4);
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        end;
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    for i:= 0 to Pred(ControllerNumButtons[j]) do
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        begin
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        keynames[k]:= 'j' + IntToStr(j) + 'b' + IntToStr(i);
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        inc(k, 1);
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        end;
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    end;
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DefaultBinds[KeyNameToCode('escape')]:= 'quit';
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DefaultBinds[KeyNameToCode('grave')]:= 'history';
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DefaultBinds[KeyNameToCode('delete')]:= 'rotmask';
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koda
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//numpad
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//DefaultBinds[265]:= '+volup';
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//DefaultBinds[256]:= '+voldown';
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DefaultBinds[KeyNameToCode(_S'0')]:= '+volup';
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DefaultBinds[KeyNameToCode(_S'9')]:= '+voldown';
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DefaultBinds[KeyNameToCode(_S'c')]:= 'capture';
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DefaultBinds[KeyNameToCode(_S'r')]:= 'record';
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DefaultBinds[KeyNameToCode(_S'h')]:= 'findhh';
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DefaultBinds[KeyNameToCode(_S'p')]:= 'pause';
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DefaultBinds[KeyNameToCode(_S's')]:= '+speedup';
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DefaultBinds[KeyNameToCode(_S't')]:= 'chat';
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DefaultBinds[KeyNameToCode(_S'y')]:= 'confirm';
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DefaultBinds[KeyNameToCode('mousem')]:= 'zoomreset';
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DefaultBinds[KeyNameToCode('wheelup')]:= 'zoomin';
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DefaultBinds[KeyNameToCode('wheeldown')]:= 'zoomout';
2407
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DefaultBinds[KeyNameToCode('f12')]:= 'fullscr';
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2786
85f6425a4d74 Engine:
smxx
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DefaultBinds[KeyNameToCode('mousel')]:= '/put';
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DefaultBinds[KeyNameToCode('mouser')]:= 'ammomenu';
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DefaultBinds[KeyNameToCode('backspace')]:= 'hjump';
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DefaultBinds[KeyNameToCode('tab')]:= 'switch';
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DefaultBinds[KeyNameToCode('return')]:= 'ljump';
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DefaultBinds[KeyNameToCode('space')]:= '+attack';
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DefaultBinds[KeyNameToCode('up')]:= '+up';
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DefaultBinds[KeyNameToCode('down')]:= '+down';
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DefaultBinds[KeyNameToCode('left')]:= '+left';
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DefaultBinds[KeyNameToCode('right')]:= '+right';
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DefaultBinds[KeyNameToCode('left_shift')]:= '+precise';
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Xeli
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   231
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DefaultBinds[KeyNameToCode('j0a0u')]:= '+left';
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   233
DefaultBinds[KeyNameToCode('j0a0d')]:= '+right';
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   234
DefaultBinds[KeyNameToCode('j0a1u')]:= '+up';
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   235
DefaultBinds[KeyNameToCode('j0a1d')]:= '+down';
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for i:= 1 to 10 do DefaultBinds[KeyNameToCode('f'+IntToStr(i))]:= 'slot '+IntToStr(i);
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   237
for i:= 1 to 5  do DefaultBinds[KeyNameToCode(IntToStr(i))]:= 'timer '+IntToStr(i);
4131
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nemo
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   238
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SetDefaultBinds();
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   240
end;
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   241
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   242
procedure SetBinds(var binds: TBinds);
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   243
begin
6654
120e95c10532 use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
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   244
{$IFDEF MOBILE}
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   245
    binds:= binds; // avoid hint
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   246
    CurrentBinds:= DefaultBinds;
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{$ELSE}
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    CurrentBinds:= binds;
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{$ENDIF}
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   250
end;
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   251
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   252
procedure SetDefaultBinds;
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   253
begin
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    CurrentBinds:= DefaultBinds;
167
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   255
end;
805fa9a27e9e "Trusted" binds
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   256
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   257
procedure FreezeEnterKey;
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   258
begin
7141
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   259
    tkbd[3]:= True;
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   260
    tkbd[13]:= True;
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   261
    tkbd[27]:= True;
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   262
    tkbd[271]:= True;
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   263
end;
167
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   264
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koda
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   265
var Controller: array [0..5] of PSDL_Joystick;
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   266
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procedure ControllerInit;
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   268
var i, j: Integer;
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begin
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ControllerEnabled:= 0;
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   271
{$IFDEF IPHONE}
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exit; // joystick subsystem disabled on iPhone
3513
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koda
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   273
{$ENDIF}
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koda
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SDL_InitSubSystem(SDL_INIT_JOYSTICK);
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ControllerNumControllers:= SDL_NumJoysticks();
6580
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lovelacer
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   277
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6497
diff changeset
   278
if ControllerNumControllers > 6 then
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lovelacer
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   279
    ControllerNumControllers:= 6;
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   280
4374
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unC0Rr
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   281
WriteLnToConsole('Number of game controllers: ' + IntToStr(ControllerNumControllers));
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unc0rr
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   282
6800f8aa0184 Huge Smaxx patch with some fixes by me:
unc0rr
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   283
if ControllerNumControllers > 0 then
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   284
    begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
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   285
    for j:= 0 to pred(ControllerNumControllers) do
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   286
        begin
7151
ec15d9e1a7e3 pas2c stuff
unc0rr
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diff changeset
   287
        WriteLnToConsole('Using game controller: ' + shortstring(SDL_JoystickName(j)));
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   288
        Controller[j]:= SDL_JoystickOpen(j);
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   289
        if Controller[j] = nil then
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   290
            WriteLnToConsole('* Failed to open game controller!')
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   291
        else
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   292
            begin
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   293
            ControllerNumAxes[j]:= SDL_JoystickNumAxes(Controller[j]);
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unc0rr
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   294
            //ControllerNumBalls[j]:= SDL_JoystickNumBalls(Controller[j]);
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unc0rr
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diff changeset
   295
            ControllerNumHats[j]:= SDL_JoystickNumHats(Controller[j]);
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unc0rr
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diff changeset
   296
            ControllerNumButtons[j]:= SDL_JoystickNumButtons(Controller[j]);
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
diff changeset
   297
            WriteLnToConsole('* Number of axes: ' + IntToStr(ControllerNumAxes[j]));
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
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diff changeset
   298
            //WriteLnToConsole('* Number of balls: ' + IntToStr(ControllerNumBalls[j]));
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4373
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   299
            WriteLnToConsole('* Number of hats: ' + IntToStr(ControllerNumHats[j]));
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            WriteLnToConsole('* Number of buttons: ' + IntToStr(ControllerNumButtons[j]));
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            ControllerEnabled:= 1;
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            if ControllerNumAxes[j] > 20 then
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                ControllerNumAxes[j]:= 20;
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            //if ControllerNumBalls[j] > 20 then ControllerNumBalls[j]:= 20;
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            if ControllerNumHats[j] > 20 then
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                ControllerNumHats[j]:= 20;
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            if ControllerNumButtons[j] > 20 then
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                ControllerNumButtons[j]:= 20;
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            // reset all buttons/axes
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            for i:= 0 to pred(ControllerNumAxes[j]) do
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                ControllerAxes[j][i]:= 0;
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            (*for i:= 0 to pred(ControllerNumBalls[j]) do
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                begin
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                ControllerBalls[j][i][0]:= 0;
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                ControllerBalls[j][i][1]:= 0;
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                end;*)
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            for i:= 0 to pred(ControllerNumHats[j]) do
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                ControllerHats[j][i]:= SDL_HAT_CENTERED;
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            for i:= 0 to pred(ControllerNumButtons[j]) do
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                ControllerButtons[j][i]:= 0;
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            end;
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        end;
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    // enable event generation/controller updating
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    SDL_JoystickEventState(1);
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    end
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else
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    WriteLnToConsole('Not using any game controller');
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end;
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procedure ControllerAxisEvent(joy, axis: Byte; value: Integer);
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var
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    k: LongInt;
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begin
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    SDL_GetKeyState(@k);
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    k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2);
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    ProcessKey(k +  axis*2, value > 20000);
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    ProcessKey(k + (axis*2)+1, value < -20000);
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end;
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procedure ControllerHatEvent(joy, hat, value: Byte);
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var
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    k: LongInt;
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begin
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    SDL_GetKeyState(@k);
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    k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2);
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    ProcessKey(k +  ControllerNumAxes[joy]*2 + hat*4 + 0, (value and SDL_HAT_UP)   <> 0);
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    ProcessKey(k +  ControllerNumAxes[joy]*2 + hat*4 + 1, (value and SDL_HAT_RIGHT)<> 0);
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   352
    ProcessKey(k +  ControllerNumAxes[joy]*2 + hat*4 + 2, (value and SDL_HAT_DOWN) <> 0);
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    ProcessKey(k +  ControllerNumAxes[joy]*2 + hat*4 + 3, (value and SDL_HAT_LEFT) <> 0);
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end;
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   355
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procedure ControllerButtonEvent(joy, button: Byte; pressed: Boolean);
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   357
var
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    k: LongInt;
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begin
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   360
    SDL_GetKeyState(@k);
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   361
    k:= k + joy * (ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + ControllerNumButtons[joy]*2);
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   362
    ProcessKey(k +  ControllerNumAxes[joy]*2 + ControllerNumHats[joy]*4 + button, pressed);
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   363
end;
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   364
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   365
procedure initModule;
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   366
begin
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   367
    wheelUp:= false;
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    wheelDown:= false;
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   369
end;
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   370
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   371
procedure freeModule;
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   372
var j: LongInt;
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   373
begin
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   374
    // close gamepad controllers
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   375
    if ControllerEnabled > 0 then
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   376
        for j:= 0 to pred(ControllerNumControllers) do
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   377
            SDL_JoystickClose(Controller[j]);
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   378
end;
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   380
end.