smsvn -> ssc-hg glue: rearrange directory structure
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#include "global.h"
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#include "InputHandler_MonkeyKeyboard.h"
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#include "RageUtil.h"
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#include "PrefsManager.h"
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InputHandler_MonkeyKeyboard::InputHandler_MonkeyKeyboard()
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{
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m_dbLast = DeviceButton_Invalid;
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}
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InputHandler_MonkeyKeyboard::~InputHandler_MonkeyKeyboard()
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{
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}
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void InputHandler_MonkeyKeyboard::GetDevicesAndDescriptions( vector<InputDeviceInfo>& vDevicesOut )
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{
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vDevicesOut.push_back( InputDeviceInfo(DEVICE_KEYBOARD, "MonkeyKeyboard") );
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}
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static const DeviceButton g_keys[] =
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{
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// Some of the default keys for the dance game type
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KEY_LEFT, // DANCE_BUTTON_LEFT,
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KEY_RIGHT, // DANCE_BUTTON_RIGHT,
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KEY_UP, // DANCE_BUTTON_UP,
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KEY_DOWN, // DANCE_BUTTON_DOWN,
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KEY_ENTER, // DANCE_BUTTON_START,
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KEY_ENTER, // DANCE_BUTTON_START,
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KEY_ENTER, // DANCE_BUTTON_START,
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KEY_DEL, // DANCE_BUTTON_MENULEFT
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KEY_PGDN, // DANCE_BUTTON_MENURIGHT
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KEY_HOME, // DANCE_BUTTON_MENUUP
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KEY_END, // DANCE_BUTTON_MENUDOWN
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KEY_F1, // DANCE_BUTTON_COIN
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KEY_F1, // DANCE_BUTTON_COIN
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KEY_KP_C4, // DANCE_BUTTON_LEFT,
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KEY_KP_C6, // DANCE_BUTTON_RIGHT,
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KEY_KP_C8, // DANCE_BUTTON_UP,
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KEY_KP_C2, // DANCE_BUTTON_DOWN,
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KEY_KP_C7, // DANCE_BUTTON_UPLEFT,
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KEY_KP_C9, // DANCE_BUTTON_UPRIGHT,
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KEY_KP_ENTER, // DANCE_BUTTON_START,
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KEY_KP_ENTER, // DANCE_BUTTON_START,
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KEY_KP_ENTER, // DANCE_BUTTON_START,
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KEY_KP_SLASH, // DANCE_BUTTON_MENULEFT
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KEY_KP_ASTERISK, // DANCE_BUTTON_MENURIGHT
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KEY_KP_HYPHEN, // DANCE_BUTTON_MENUUP
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KEY_KP_PLUS, // DANCE_BUTTON_MENUDOWN
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};
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static DeviceButton GetRandomKeyboardKey()
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{
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int index = RandomInt( ARRAYLEN(g_keys) );
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return g_keys[index];
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}
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void InputHandler_MonkeyKeyboard::Update()
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{
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if( !PREFSMAN->m_bMonkeyInput )
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{
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if( m_dbLast != DeviceButton_Invalid )
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{
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// End the previous key
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DeviceInput di = DeviceInput( DEVICE_KEYBOARD, m_dbLast, 0 );
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ButtonPressed( di );
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m_dbLast = DeviceButton_Invalid;
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}
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InputHandler::UpdateTimer();
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return;
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}
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float fSecsAgo = m_timerPressButton.Ago();
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if( fSecsAgo > 0.5 )
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{
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if( m_dbLast != DeviceButton_Invalid )
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{
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// End the previous key
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DeviceInput di = DeviceInput( DEVICE_KEYBOARD, m_dbLast, 0 );
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ButtonPressed( di );
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}
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// Choose a new key and send it.
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m_dbLast = GetRandomKeyboardKey();
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DeviceInput di = DeviceInput( DEVICE_KEYBOARD, m_dbLast, 1 );
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ButtonPressed( di );
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m_timerPressButton.Touch();
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}
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InputHandler::UpdateTimer();
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}
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/*
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* (c) 2002-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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