A try to fix up input race between glinit and padsimple
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@705 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -401,53 +401,74 @@ void XInput_Read(int _numPAD, SPADStatus* _pPADStatus)
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void X11_Read(int _numPAD, SPADStatus* _pPADStatus)
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{
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// Do all the stuff we need to do once per frame here
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if (_numPAD != 0)
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{
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return;
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}
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int i;
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if (_numPAD != 0) {
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return;
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}
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// This code is from Zerofrog's pcsx2 pad plugin
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XEvent E;
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//int keyPress=0, keyRelease=0;
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KeySym key;
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// keyboard input
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while (XPending(GXdsp) > 0) {
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int num_events;
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for (num_events = XPending(GXdsp);num_events > 0;num_events--) {
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XNextEvent(GXdsp, &E);
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switch (E.type) {
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case KeyPress:
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//_KeyPress(pad, XLookupKeysym((XKeyEvent *)&E, 0)); break;
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key = XLookupKeysym((XKeyEvent*)&E, 0);
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for (i = 0; i < NUMCONTROLS; i++) {
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if (key == pad[_numPAD].keyForControl[i]) {
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KeyStatus[i] = true;
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break;
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}
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}
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break;
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case KeyRelease:
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key = XLookupKeysym((XKeyEvent*)&E, 0);
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//_KeyRelease(pad, XLookupKeysym((XKeyEvent *)&E, 0));
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for (i = 0; i < NUMCONTROLS; i++) {
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if (key == pad[_numPAD].keyForControl[i]) {
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KeyStatus[i] = false;
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break;
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}
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}
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break;
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case FocusIn:
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XAutoRepeatOff(GXdsp);
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break;
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case FocusOut:
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XAutoRepeatOn(GXdsp);
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break;
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case KeyPress:
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//_KeyPress(pad, XLookupKeysym((XKeyEvent *)&E, 0)); break;
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key = XLookupKeysym((XKeyEvent*)&E, 0);
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if((key >= XK_F1 && key <= XK_F9) ||
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key == XK_Shift_L || key == XK_Shift_R ||
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key == XK_Control_L || key == XK_Control_R) {
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XPutBackEvent(GXdsp, &E);
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break;
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}
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int i;
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for (i = 0; i < NUMCONTROLS; i++) {
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if (key == pad[_numPAD].keyForControl[i]) {
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KeyStatus[i] = true;
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break;
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}
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}
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break;
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case KeyRelease:
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key = XLookupKeysym((XKeyEvent*)&E, 0);
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if((key >= XK_F1 && key <= XK_F9) ||
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key == XK_Shift_L || key == XK_Shift_R ||
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key == XK_Control_L || key == XK_Control_R) {
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XPutBackEvent(GXdsp, &E);
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break;
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}
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//_KeyRelease(pad, XLookupKeysym((XKeyEvent *)&E, 0));
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for (i = 0; i < NUMCONTROLS; i++) {
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if (key == pad[_numPAD].keyForControl[i]) {
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KeyStatus[i] = false;
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break;
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}
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}
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break;
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case FocusIn:
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XAutoRepeatOff(GXdsp);
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break;
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case FocusOut:
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XAutoRepeatOn(GXdsp);
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break;
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default:
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break;
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}
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}
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@ -479,7 +500,7 @@ void X11_Read(int _numPAD, SPADStatus* _pPADStatus)
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_pPADStatus->button |= PAD_BUTTON_B;
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_pPADStatus->analogB = 255;
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}
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if (KeyStatus[CTL_X]){_pPADStatus->button |= PAD_BUTTON_X;}
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if (KeyStatus[CTL_Y]){_pPADStatus->button |= PAD_BUTTON_Y;}
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if (KeyStatus[CTL_Z]){_pPADStatus->button |= PAD_TRIGGER_Z;}
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@ -488,12 +509,12 @@ void X11_Read(int _numPAD, SPADStatus* _pPADStatus)
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_pPADStatus->button |= PAD_TRIGGER_L;
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_pPADStatus->triggerLeft = triggervalue;
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}
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if (KeyStatus[CTL_R]) {
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_pPADStatus->button |= PAD_TRIGGER_R;
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_pPADStatus->triggerRight = triggervalue;
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}
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if (KeyStatus[CTL_START]){_pPADStatus->button |= PAD_BUTTON_START;}
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}
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@ -427,8 +427,8 @@ bool OpenGL_Create(SVideoInitialize &_VideoInitialize, int _iwidth, int _iheight
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return true;
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}
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bool OpenGL_MakeCurrent()
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{
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bool OpenGL_MakeCurrent()
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{
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#if USE_SDL
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// Note: The reason for having the call to SDL_SetVideoMode in here instead
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// of in OpenGL_Create() is that "make current" is part of the video
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@ -440,7 +440,7 @@ bool OpenGL_MakeCurrent()
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// Fetch video info.
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const SDL_VideoInfo *videoInfo = SDL_GetVideoInfo();
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if (!videoInfo) {
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if (!videoInfo) {
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// TODO: Display an error message.
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SDL_Quit();
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return false;
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@ -504,68 +504,70 @@ void OpenGL_Update()
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nBackbufferWidth = width;
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nBackbufferHeight = height;
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#else // GLX
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// We just check all of our events here
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XEvent event;
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KeySym key;
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static bool ShiftPressed = false;
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static bool ControlPressed = false;
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static int FKeyPressed = -1;
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int num_events = XPending(GLWin.dpy);
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while (XPending(GLWin.dpy) > 0 && num_events != 0) {
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XNextEvent(GLWin.dpy, &event);
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switch(event.type)
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{
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case KeyRelease:
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key = XLookupKeysym((XKeyEvent*)&event, 0);
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if(key >= XK_F1 && key <= XK_F9)
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{
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g_VideoInitialize.pKeyPress(FKeyPressed, ShiftPressed, ControlPressed);
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FKeyPressed = -1;
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}
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if(key == XK_Shift_L || key == XK_Shift_L)
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ShiftPressed = false;
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if(key == XK_Control_L || key == XK_Control_L)
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ControlPressed = false;
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XPutBackEvent(GLWin.dpy, &event);
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break;
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case KeyPress:
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key = XLookupKeysym((XKeyEvent*)&event, 0);
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if(key >= XK_F1 && key <= XK_F9)
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FKeyPressed = key - 0xff4e;
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if(key == XK_Shift_L || key == XK_Shift_L)
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ShiftPressed = true;
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if(key == XK_Control_L || key == XK_Control_L)
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ControlPressed = true;
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XPutBackEvent(GLWin.dpy, &event);
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break;
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case ButtonPress:
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case ButtonRelease:
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XPutBackEvent(GLWin.dpy, &event);
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break;
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case ConfigureNotify:
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Window winDummy;
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unsigned int borderDummy;
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XGetGeometry(GLWin.dpy, GLWin.win, &winDummy, &GLWin.x, &GLWin.y,
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&GLWin.width, &GLWin.height, &borderDummy, &GLWin.depth);
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nBackbufferWidth = GLWin.width;
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nBackbufferHeight = GLWin.height;
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break;
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case ClientMessage: //TODO: We aren't reading this correctly, It could be anything, highest change is that it's a close event though
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Video_Shutdown(); // Calling from here since returning false does nothing
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return;
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break;
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default:
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//TODO: Should we put the event back if we don't handle it?
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// I think we handle all the needed ones, the rest shouldn't matter
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// But to be safe, let's but them back anyway
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XPutBackEvent(GLWin.dpy, &event);
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break;
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}
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num_events--;
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}
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return;
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#endif
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#else // GLX
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// We just check all of our events here
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XEvent event;
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KeySym key;
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static bool ShiftPressed = false;
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static bool ControlPressed = false;
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static int FKeyPressed = -1;
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int num_events;
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for (num_events = XPending(GLWin.dpy);num_events > 0;num_events--) {
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XNextEvent(GLWin.dpy, &event);
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switch(event.type) {
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case KeyRelease:
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key = XLookupKeysym((XKeyEvent*)&event, 0);
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if(key >= XK_F1 && key <= XK_F9) {
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g_VideoInitialize.pKeyPress(FKeyPressed, ShiftPressed, ControlPressed);
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FKeyPressed = -1;
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} else {
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if(key == XK_Shift_L || key == XK_Shift_R)
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ShiftPressed = false;
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else if(key == XK_Control_L || key == XK_Control_R)
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ControlPressed = false;
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else
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XPutBackEvent(GLWin.dpy, &event);
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}
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break;
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case KeyPress:
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key = XLookupKeysym((XKeyEvent*)&event, 0);
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if(key >= XK_F1 && key <= XK_F9)
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FKeyPressed = key - 0xff4e;
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else {
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if(key == XK_Shift_L || key == XK_Shift_R)
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ShiftPressed = true;
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else if(key == XK_Control_L || key == XK_Control_R)
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ControlPressed = true;
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else
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XPutBackEvent(GLWin.dpy, &event);
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}
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break;
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case ButtonPress:
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case ButtonRelease:
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XPutBackEvent(GLWin.dpy, &event);
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break;
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case ConfigureNotify:
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Window winDummy;
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unsigned int borderDummy;
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XGetGeometry(GLWin.dpy, GLWin.win, &winDummy, &GLWin.x, &GLWin.y,
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&GLWin.width, &GLWin.height, &borderDummy, &GLWin.depth);
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nBackbufferWidth = GLWin.width;
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nBackbufferHeight = GLWin.height;
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break;
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case ClientMessage: //TODO: We aren't reading this correctly, It could be anything, highest change is that it's a close event though
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Video_Shutdown(); // Calling from here since returning false does nothing
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return;
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break;
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default:
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//TODO: Should we put the event back if we don't handle it?
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// I think we handle all the needed ones, the rest shouldn't matter
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// But to be safe, let's but them back anyway
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//XPutBackEvent(GLWin.dpy, &event);
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break;
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}
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}
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return;
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#endif
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float FactorW = 640.0f / (float)nBackbufferWidth;
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float FactorH = 480.0f / (float)nBackbufferHeight;
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