mirror of
https://github.com/aap/librw.git
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da98dab4a5
EventHandler now keeps keys/mouse/pad state so apps don't have to; sk::Camera is an orbit/dolly/pan manipulator over an rw::Camera; GetFilePath mangles paths for cdrom0:/host:/host0: on ps2. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
254 lines
5.1 KiB
C++
254 lines
5.1 KiB
C++
#include <string.h>
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#include <rw.h>
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#include "skeleton.h"
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namespace sk {
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Globals globals;
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Args args;
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bool32 keys[KEY_NUMKEYS];
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MouseState mouse;
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MouseState prevmouse;
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PadState pad;
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// the ps2 needs to mangle paths, see ps2.cpp
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#ifndef RW_PS2
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char*
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GetFilePath(char *dst, const char *path)
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{
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strcpy(dst, path);
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return dst;
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}
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#endif
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bool
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InitRW(void)
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{
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if(!rw::Engine::init())
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return false;
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if(AppEventHandler(sk::PLUGINATTACH, nil) == EVENTERROR)
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return false;
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if(!rw::Engine::open(&engineOpenParams))
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return false;
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SubSystemInfo info;
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int i, n;
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n = Engine::getNumSubSystems();
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for(i = 0; i < n; i++)
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if(Engine::getSubSystemInfo(&info, i))
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;//printf("subsystem: %s\n", info.name);
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Engine::setSubSystem(n-1);
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int want = -1;
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VideoMode mode;
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n = Engine::getNumVideoModes();
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for(i = 0; i < n; i++)
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if(Engine::getVideoModeInfo(&mode, i)){
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// if(mode.width == 640 && mode.height == 480 && mode.depth == 32)
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if(mode.width == 1920 && mode.height == 1080 && mode.depth == 32)
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want = i;
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//printf("mode: %dx%dx%d %d\n", mode.width, mode.height, mode.depth, mode.flags);
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}
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// if(want >= 0) Engine::setVideoMode(want);
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Engine::getVideoModeInfo(&mode, Engine::getCurrentVideoMode());
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if(mode.flags & VIDEOMODEEXCLUSIVE){
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globals.width = mode.width;
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globals.height = mode.height;
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}
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if(!rw::Engine::start())
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return false;
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rw::Charset::open();
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rw::Image::setSearchPath("./");
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return true;
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}
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void
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TerminateRW(void)
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{
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rw::Charset::close();
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// TODO: delete all tex dicts
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rw::Engine::stop();
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rw::Engine::close();
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rw::Engine::term();
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}
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rw::Camera*
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CameraCreate(int32 width, int32 height, bool32 z)
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{
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rw::Camera *cam;
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cam = rw::Camera::create();
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cam->setFrame(Frame::create());
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cam->frameBuffer = Raster::create(width, height, 0, Raster::CAMERA);
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cam->zBuffer = Raster::create(width, height, 0, Raster::ZBUFFER);
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return cam;
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}
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void
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CameraDestroy(rw::Camera *cam)
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{
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if(cam->frameBuffer){
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cam->frameBuffer->destroy();
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cam->frameBuffer = nil;
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}
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if(cam->zBuffer){
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cam->zBuffer->destroy();
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cam->zBuffer = nil;
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}
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rw::Frame *frame = cam->getFrame();
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if(frame){
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cam->setFrame(nil);
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frame->destroy();
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}
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cam->destroy();
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}
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void
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CameraSize(rw::Camera *cam, Rect *r, float viewWindow, float aspectRatio)
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{
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if(cam->frameBuffer){
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cam->frameBuffer->destroy();
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cam->frameBuffer = nil;
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}
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if(cam->zBuffer){
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cam->zBuffer->destroy();
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cam->zBuffer = nil;
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}
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cam->frameBuffer = Raster::create(r->w, r->h, 0, Raster::CAMERA);
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cam->zBuffer = Raster::create(r->w, r->h, 0, Raster::ZBUFFER);
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if(viewWindow != 0.0f){
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rw::V2d vw;
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// TODO: aspect ratio when fullscreen
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if(r->w > r->h){
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vw.x = viewWindow;
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vw.y = viewWindow / ((float)r->w/r->h);
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}else{
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vw.x = viewWindow / ((float)r->h/r->w);
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vw.y = viewWindow;
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}
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cam->setViewWindow(&vw);
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}
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}
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void
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CameraMove(rw::Camera *cam, V3d *delta)
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{
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rw::V3d offset;
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rw::V3d::transformVectors(&offset, delta, 1, &cam->getFrame()->matrix);
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cam->getFrame()->translate(&offset);
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}
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void
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CameraPan(rw::Camera *cam, V3d *pos, float angle)
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{
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rw::Frame *frame = cam->getFrame();
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rw::V3d trans = pos ? *pos : frame->matrix.pos;
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rw::V3d negTrans = rw::scale(trans, -1.0f);
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frame->translate(&negTrans);
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frame->rotate(&frame->matrix.up, angle);
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frame->translate(&trans);
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}
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void
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CameraTilt(rw::Camera *cam, V3d *pos, float angle)
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{
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rw::Frame *frame = cam->getFrame();
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rw::V3d trans = pos ? *pos : frame->matrix.pos;
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rw::V3d negTrans = rw::scale(trans, -1.0f);
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frame->translate(&negTrans);
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frame->rotate(&frame->matrix.right, angle);
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frame->translate(&trans);
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}
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void
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CameraRotate(rw::Camera *cam, V3d *pos, float angle)
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{
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rw::Frame *frame = cam->getFrame();
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rw::V3d trans = pos ? *pos : frame->matrix.pos;
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rw::V3d negTrans = rw::scale(trans, -1.0f);
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frame->translate(&negTrans);
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frame->rotate(&frame->matrix.at, angle);
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frame->translate(&negTrans);
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}
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EventStatus
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EventHandler(Event e, void *param)
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{
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EventStatus s;
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int key;
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MouseState *ms;
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#ifndef RW_PS2
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if (e == INITIALIZE) {
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ImGui::CreateContext();
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}
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#endif
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// keep input state so apps don't all have to do it themselves.
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// the backends only fill the field an event actually carries.
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switch(e){
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case INITIALIZE:
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CameraControlsInit();
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break;
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case KEYDOWN:
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key = *(int*)param;
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if(key >= 0 && key < KEY_NUMKEYS)
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keys[key] = 1;
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break;
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case KEYUP:
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key = *(int*)param;
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if(key >= 0 && key < KEY_NUMKEYS)
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keys[key] = 0;
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break;
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case MOUSEMOVE:
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ms = (MouseState*)param;
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mouse.posx = ms->posx;
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mouse.posy = ms->posy;
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break;
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case MOUSEBTN:
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ms = (MouseState*)param;
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mouse.buttons = ms->buttons;
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break;
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case MOUSEWHEEL:
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ms = (MouseState*)param;
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mouse.wheelDelta += ms->wheelDelta;
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break;
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default:
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break;
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}
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s = AppEventHandler(e, param);
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if(e == IDLE){
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// latch after the app has seen this frame's deltas
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prevmouse = mouse;
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mouse.wheelDelta = 0.0f;
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}
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if(e == QUIT){
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globals.quit = 1;
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return EVENTPROCESSED;
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}
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if(s == EVENTNOTPROCESSED)
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switch(e){
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case RWINITIALIZE:
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return InitRW() ? EVENTPROCESSED : EVENTERROR;
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case RWTERMINATE:
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TerminateRW();
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return EVENTPROCESSED;
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default:
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break;
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}
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return s;
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}
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}
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