DirectInput replaced with SDL's input routines. Keyboard works, but joystick and pump are untested.
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@@ -55,26 +55,26 @@ void ScreenSandbox::Input( const DeviceInput& DeviceI, const InputEventType type
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case DEVICE_KEYBOARD:
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switch( DeviceI.button )
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{
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case DIK_LEFT:
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case SDLK_LEFT:
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obj.SetX(obj.GetX() - 10);
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break;
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case DIK_RIGHT:
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case SDLK_RIGHT:
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obj.SetX(obj.GetX() + 10);
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break;
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case DIK_UP:
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case SDLK_UP:
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obj.SetY(obj.GetY() - 10);
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break;
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case DIK_DOWN:
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case SDLK_DOWN:
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obj.SetY(obj.GetY() + 10);
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break;
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case DIK_T:
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case SDLK_t:
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{
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SDL_Event *event;
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event = (SDL_Event *) malloc(sizeof(event));
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event->type = SDL_QUIT;
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SDL_PushEvent(event);
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}
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case DIK_ESCAPE:
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case SDLK_ESCAPE:
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{
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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}
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