DirectInput replaced with SDL's input routines. Keyboard works, but joystick and pump are untested.
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@@ -83,14 +83,14 @@ void ScreenTextEntry::Input( const DeviceInput& DeviceI, const InputEventType ty
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switch( DeviceI.button )
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{
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case DIK_ESCAPE:
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case SDLK_ESCAPE:
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m_bCancelled = true;
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MenuStart(PLAYER_1);
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break;
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case DIK_RETURN:
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case SDLK_RETURN:
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MenuStart(PLAYER_1);
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break;
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case DIK_BACK:
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case SDLK_BACKSPACE:
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m_sAnswer = m_sAnswer.Left( max(0,m_sAnswer.GetLength()-1) );
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m_textAnswer.SetText( m_sAnswer );
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break;
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@@ -99,8 +99,8 @@ void ScreenTextEntry::Input( const DeviceInput& DeviceI, const InputEventType ty
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c = DeviceI.ToChar();
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bool bHoldingShift =
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, DIK_LSHIFT)) ||
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, DIK_RSHIFT));
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_LSHIFT)) ||
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_RSHIFT));
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// International keyboards often have other keys mapped to shifted keys, and always
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// using a US layout is a bit gimped. This is better than nothing though.
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