win32: fix start paused commandline flag, and i had forgotten to checkin xinput.h earlier
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/***************************************************************************
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* *
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* XInput.h -- This module defines XBOX controller APIs *
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* and constansts for the Windows platform. *
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* *
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* Copyright (c) Microsoft Corp. All rights reserved. *
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* *
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***************************************************************************/
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#ifndef _XINPUT_H_
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#define _XINPUT_H_
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#include <windef.h>
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// Current name of the DLL shipped in the same SDK as this header.
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// The name reflects the current version
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#define XINPUT_DLL_A "xinput1_3.dll"
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#define XINPUT_DLL_W L"xinput1_3.dll"
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#ifdef UNICODE
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#define XINPUT_DLL XINPUT_DLL_W
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#else
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#define XINPUT_DLL XINPUT_DLL_A
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#endif
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//
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// Device types available in XINPUT_CAPABILITIES
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//
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#define XINPUT_DEVTYPE_GAMEPAD 0x01
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//
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// Device subtypes available in XINPUT_CAPABILITIES
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//
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#define XINPUT_DEVSUBTYPE_GAMEPAD 0x01
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#define XINPUT_DEVSUBTYPE_WHEEL 0x02
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#define XINPUT_DEVSUBTYPE_ARCADE_STICK 0x03
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#define XINPUT_DEVSUBTYPE_FLIGHT_SICK 0x04
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#define XINPUT_DEVSUBTYPE_DANCE_PAD 0x05
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#define XINPUT_DEVSUBTYPE_GUITAR 0x06
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#define XINPUT_DEVSUBTYPE_DRUM_KIT 0x08
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//
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// Flags for XINPUT_CAPABILITIES
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//
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#define XINPUT_CAPS_VOICE_SUPPORTED 0x0004
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//
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// Constants for gamepad buttons
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//
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#define XINPUT_GAMEPAD_DPAD_UP 0x0001
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#define XINPUT_GAMEPAD_DPAD_DOWN 0x0002
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#define XINPUT_GAMEPAD_DPAD_LEFT 0x0004
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#define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
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#define XINPUT_GAMEPAD_START 0x0010
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#define XINPUT_GAMEPAD_BACK 0x0020
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#define XINPUT_GAMEPAD_LEFT_THUMB 0x0040
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#define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
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#define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
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#define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
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#define XINPUT_GAMEPAD_A 0x1000
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#define XINPUT_GAMEPAD_B 0x2000
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#define XINPUT_GAMEPAD_X 0x4000
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#define XINPUT_GAMEPAD_Y 0x8000
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//
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// Gamepad thresholds
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//
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#define XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE 7849
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#define XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE 8689
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#define XINPUT_GAMEPAD_TRIGGER_THRESHOLD 30
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//
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// Flags to pass to XInputGetCapabilities
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//
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#define XINPUT_FLAG_GAMEPAD 0x00000001
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//
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// Devices that support batteries
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//
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#define BATTERY_DEVTYPE_GAMEPAD 0x00
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#define BATTERY_DEVTYPE_HEADSET 0x01
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//
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// Flags for battery status level
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//
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#define BATTERY_TYPE_DISCONNECTED 0x00 // This device is not connected
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#define BATTERY_TYPE_WIRED 0x01 // Wired device, no battery
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#define BATTERY_TYPE_ALKALINE 0x02 // Alkaline battery source
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#define BATTERY_TYPE_NIMH 0x03 // Nickel Metal Hydride battery source
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#define BATTERY_TYPE_UNKNOWN 0xFF // Cannot determine the battery type
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// These are only valid for wireless, connected devices, with known battery types
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// The amount of use time remaining depends on the type of device.
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#define BATTERY_LEVEL_EMPTY 0x00
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#define BATTERY_LEVEL_LOW 0x01
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#define BATTERY_LEVEL_MEDIUM 0x02
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#define BATTERY_LEVEL_FULL 0x03
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// User index definitions
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#define XUSER_MAX_COUNT 4
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#define XUSER_INDEX_ANY 0x000000FF
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//
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// Codes returned for the gamepad keystroke
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//
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#define VK_PAD_A 0x5800
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#define VK_PAD_B 0x5801
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#define VK_PAD_X 0x5802
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#define VK_PAD_Y 0x5803
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#define VK_PAD_RSHOULDER 0x5804
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#define VK_PAD_LSHOULDER 0x5805
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#define VK_PAD_LTRIGGER 0x5806
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#define VK_PAD_RTRIGGER 0x5807
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#define VK_PAD_DPAD_UP 0x5810
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#define VK_PAD_DPAD_DOWN 0x5811
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#define VK_PAD_DPAD_LEFT 0x5812
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#define VK_PAD_DPAD_RIGHT 0x5813
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#define VK_PAD_START 0x5814
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#define VK_PAD_BACK 0x5815
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#define VK_PAD_LTHUMB_PRESS 0x5816
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#define VK_PAD_RTHUMB_PRESS 0x5817
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#define VK_PAD_LTHUMB_UP 0x5820
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#define VK_PAD_LTHUMB_DOWN 0x5821
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#define VK_PAD_LTHUMB_RIGHT 0x5822
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#define VK_PAD_LTHUMB_LEFT 0x5823
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#define VK_PAD_LTHUMB_UPLEFT 0x5824
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#define VK_PAD_LTHUMB_UPRIGHT 0x5825
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#define VK_PAD_LTHUMB_DOWNRIGHT 0x5826
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#define VK_PAD_LTHUMB_DOWNLEFT 0x5827
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#define VK_PAD_RTHUMB_UP 0x5830
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#define VK_PAD_RTHUMB_DOWN 0x5831
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#define VK_PAD_RTHUMB_RIGHT 0x5832
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#define VK_PAD_RTHUMB_LEFT 0x5833
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#define VK_PAD_RTHUMB_UPLEFT 0x5834
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#define VK_PAD_RTHUMB_UPRIGHT 0x5835
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#define VK_PAD_RTHUMB_DOWNRIGHT 0x5836
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#define VK_PAD_RTHUMB_DOWNLEFT 0x5837
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//
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// Flags used in XINPUT_KEYSTROKE
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//
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#define XINPUT_KEYSTROKE_KEYDOWN 0x0001
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#define XINPUT_KEYSTROKE_KEYUP 0x0002
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#define XINPUT_KEYSTROKE_REPEAT 0x0004
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//
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// Structures used by XInput APIs
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//
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typedef struct _XINPUT_GAMEPAD
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{
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WORD wButtons;
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BYTE bLeftTrigger;
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BYTE bRightTrigger;
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SHORT sThumbLX;
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SHORT sThumbLY;
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SHORT sThumbRX;
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SHORT sThumbRY;
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} XINPUT_GAMEPAD, *PXINPUT_GAMEPAD;
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typedef struct _XINPUT_STATE
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{
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DWORD dwPacketNumber;
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XINPUT_GAMEPAD Gamepad;
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} XINPUT_STATE, *PXINPUT_STATE;
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typedef struct _XINPUT_VIBRATION
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{
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WORD wLeftMotorSpeed;
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WORD wRightMotorSpeed;
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} XINPUT_VIBRATION, *PXINPUT_VIBRATION;
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typedef struct _XINPUT_CAPABILITIES
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{
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BYTE Type;
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BYTE SubType;
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WORD Flags;
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XINPUT_GAMEPAD Gamepad;
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XINPUT_VIBRATION Vibration;
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} XINPUT_CAPABILITIES, *PXINPUT_CAPABILITIES;
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typedef struct _XINPUT_BATTERY_INFORMATION
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{
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BYTE BatteryType;
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BYTE BatteryLevel;
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} XINPUT_BATTERY_INFORMATION, *PXINPUT_BATTERY_INFORMATION;
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typedef struct _XINPUT_KEYSTROKE
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{
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WORD VirtualKey;
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WCHAR Unicode;
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WORD Flags;
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BYTE UserIndex;
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BYTE HidCode;
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} XINPUT_KEYSTROKE, *PXINPUT_KEYSTROKE;
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//
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// XInput APIs
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//
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#ifdef __cplusplus
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extern "C" {
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#endif
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DWORD WINAPI XInputGetState
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(
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DWORD dwUserIndex, // [in] Index of the gamer associated with the device
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XINPUT_STATE* pState // [out] Receives the current state
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);
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DWORD WINAPI XInputSetState
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(
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DWORD dwUserIndex, // [in] Index of the gamer associated with the device
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XINPUT_VIBRATION* pVibration // [in, out] The vibration information to send to the controller
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);
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DWORD WINAPI XInputGetCapabilities
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(
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DWORD dwUserIndex, // [in] Index of the gamer associated with the device
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DWORD dwFlags, // [in] Input flags that identify the device type
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XINPUT_CAPABILITIES* pCapabilities // [out] Receives the capabilities
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);
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void WINAPI XInputEnable
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(
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BOOL enable // [in] Indicates whether xinput is enabled or disabled.
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);
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DWORD WINAPI XInputGetDSoundAudioDeviceGuids
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(
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DWORD dwUserIndex, // [in] Index of the gamer associated with the device
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GUID* pDSoundRenderGuid, // [out] DSound device ID for render
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GUID* pDSoundCaptureGuid // [out] DSound device ID for capture
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);
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DWORD WINAPI XInputGetBatteryInformation
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(
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DWORD dwUserIndex, // [in] Index of the gamer associated with the device
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BYTE devType, // [in] Which device on this user index
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XINPUT_BATTERY_INFORMATION* pBatteryInformation // [out] Contains the level and types of batteries
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);
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DWORD WINAPI XInputGetKeystroke
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(
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DWORD dwUserIndex, // [in] Index of the gamer associated with the device
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DWORD dwReserved, // [in] Reserved for future use
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PXINPUT_KEYSTROKE pKeystroke // [out] Pointer to an XINPUT_KEYSTROKE structure that receives an input event.
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);
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#ifdef __cplusplus
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}
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#endif
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#endif //_XINPUT_H_
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@ -161,14 +161,14 @@ void HK_StateLoadSlot(int num, bool justPressed)
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if (romloaded && justPressed)
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{
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BOOL wasPaused = paused;
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NDS_Pause();
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Pause();
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loadstate_slot(num); //Loadstate
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lastSaveState = num; //Set last savestate used
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UpdateToolWindows();
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if(!wasPaused)
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NDS_UnPause();
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Unpause();
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else
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Display();
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@ -270,6 +270,7 @@ HMENU mainMenu = NULL; //Holds handle to the main DeSmuME menu
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CToolBar* MainWindowToolbar;
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DWORD hKeyInputTimer;
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bool start_paused;
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extern LRESULT CALLBACK RamSearchProc(HWND hDlg, UINT uMsg, WPARAM wParam, LPARAM lParam);
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void InitRamSearch();
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@ -2011,7 +2012,7 @@ void LoadSaveStateInfo()
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static BOOL LoadROM(const char * filename, const char * logicalName)
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{
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ResetSaveStateTimes();
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NDS_Pause();
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Pause();
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//if (strcmp(filename,"")!=0) INFO("Attempting to load ROM: %s\n",filename);
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if (NDS_LoadROM(filename, logicalName) > 0)
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@ -2553,6 +2554,7 @@ int _main()
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return 1;
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}
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cmdline.validate();
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start_paused = cmdline.start_paused;
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Desmume_InitOnce();
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@ -2851,11 +2853,6 @@ int _main()
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if(OpenCore(cmdline.nds_file.c_str()))
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{
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romloaded = TRUE;
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if(cmdline.start_paused)
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{
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NDS_Pause();
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cmdline.start_paused = 0;
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}
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}
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}
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@ -3279,7 +3276,11 @@ static BOOL OpenCore(const char* filename)
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{
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romloaded = TRUE;
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if(movieMode == MOVIEMODE_INACTIVE)
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Unpause();
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{
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if(!start_paused)
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Unpause();
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start_paused = 0;
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}
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// Update the toolbar
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MainWindowToolbar->EnableButton(IDM_PAUSE, true);
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