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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Made sure the old code was still there for non-SDL usage.
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@ -145,7 +145,11 @@ void WindowInputGenerator::handleMouseMove( WindowId did, U32 modifier, S32 x, S
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event.deviceType = MouseDeviceType;
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event.deviceInst = 0;
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event.objType = SI_AXIS;
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#ifdef TORQUE_SDL
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event.modifier = modifier;
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#else
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event.modifier = convertModifierBits(modifier);
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#endif
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event.ascii = 0;
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// Generate delta movement along each axis
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@ -231,7 +235,11 @@ void WindowInputGenerator::handleMouseButton( WindowId did, U32 modifiers, U32 a
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event.deviceInst = 0;
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event.objType = SI_BUTTON;
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event.objInst = (InputObjectInstances)(KEY_BUTTON0 + button);
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#ifdef TORQUE_SDL
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event.modifier = modifiers;
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#else
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event.modifier = convertModifierBits(modifiers);
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#endif
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event.ascii = 0;
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event.action = (action==IA_MAKE) ? SI_MAKE : SI_BREAK;
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event.fValue = (action==IA_MAKE) ? 1.0 : 0.0;
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@ -248,7 +256,11 @@ void WindowInputGenerator::handleMouseWheel( WindowId did, U32 modifiers, S32 wh
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event.deviceType = MouseDeviceType;
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event.deviceInst = 0;
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event.objType = SI_AXIS;
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#ifdef TORQUE_SDL
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event.modifier = modifiers;
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#else
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event.modifier = convertModifierBits(modifiers);
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#endif
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event.ascii = 0;
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event.action = SI_MOVE;
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@ -281,7 +293,11 @@ void WindowInputGenerator::handleCharInput( WindowId did, U32 modifier, U16 key
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event.deviceInst = 0;
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event.objType = SI_KEY;
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event.objInst = KEY_NULL;
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#ifdef TORQUE_SDL
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event.modifier = modifier;
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#else
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event.modifier = convertModifierBits(modifier);
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#endif
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event.ascii = key;
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event.action = SI_MAKE;
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event.fValue = 1.0;
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@ -303,7 +319,11 @@ void WindowInputGenerator::handleKeyboard( WindowId did, U32 modifier, U32 actio
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event.deviceInst = 0;
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event.objType = SI_KEY;
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event.objInst = (InputObjectInstances)key;
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#ifdef TORQUE_SDL
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event.modifier = modifier;
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#else
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event.modifier = convertModifierBits(modifier);
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#endif
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event.ascii = 0;
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switch(action)
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