Rewrote texture loading actor and sprite
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+10
-10
@@ -21,15 +21,15 @@
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// Includes
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//-----------------------------------------------------------------------------
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#include <windows.h>
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#include <dinput.h>
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#include "RageInput.h"
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#include <dinput.h>
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#include "RageUtil.h"
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LPRageInput INPUT = NULL;
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BOOL RageRawInput::LookupChar( TCHAR &char_out ) const
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BOOL DeviceInput::LookupChar( TCHAR &char_out ) const
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{
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switch( button )
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{
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@@ -103,7 +103,7 @@ BOOL RageRawInput::LookupChar( TCHAR &char_out ) const
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}
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CString RageRawInput::GetDescription() const
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CString DeviceInput::GetDescription() const
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{
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CString sReturn;
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@@ -486,7 +486,7 @@ VOID RageInput::Release()
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}
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HRESULT RageInput::GetRawInput( RageRawInputList &listRawInput )
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HRESULT RageInput::GetDeviceInputs( DeviceInputArray &listDeviceInputs )
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{
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// macros for reading DI state structures
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#define IS_PRESSED(b) (b & 0x80)
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@@ -536,7 +536,7 @@ HRESULT RageInput::GetRawInput( RageRawInputList &listRawInput )
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{
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// check if key is depressed this update and was not depressed last update
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if( IS_PRESSED( m_keys[k] ) && !IS_PRESSED( m_oldKeys[k] ) )
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listRawInput.AddTail( RageRawInput( DEVICE_KEYBOARD, 1, k, FALSE ) );
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listDeviceInputs.Add( DeviceInput( DEVICE_KEYBOARD, 1, k, FALSE ) );
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}
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@@ -618,25 +618,25 @@ HRESULT RageInput::GetRawInput( RageRawInputList &listRawInput )
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// check if key is depressed this update and was not depressed last update
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if( IS_LEFT( m_joyState[i].lX ) &&
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!IS_LEFT( m_oldJoyState[i].lX ) )
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listRawInput.AddTail( RageRawInput( DEVICE_JOYSTICK, i+1, JOY_LEFT, FALSE ) );
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listDeviceInputs.Add( DeviceInput( DEVICE_JOYSTICK, i+1, JOY_LEFT, FALSE ) );
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if( IS_RIGHT( m_joyState[i].lX ) &&
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!IS_RIGHT( m_oldJoyState[i].lX ) )
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listRawInput.AddTail( RageRawInput( DEVICE_JOYSTICK, i+1, JOY_RIGHT, FALSE ) );
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listDeviceInputs.Add( DeviceInput( DEVICE_JOYSTICK, i+1, JOY_RIGHT, FALSE ) );
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if( IS_UP( m_joyState[i].lY ) &&
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!IS_UP( m_oldJoyState[i].lY ) )
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listRawInput.AddTail( RageRawInput( DEVICE_JOYSTICK, i+1, JOY_UP, FALSE ) );
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listDeviceInputs.Add( DeviceInput( DEVICE_JOYSTICK, i+1, JOY_UP, FALSE ) );
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if( IS_DOWN( m_joyState[i].lY ) &&
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!IS_DOWN( m_oldJoyState[i].lY ) )
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listRawInput.AddTail( RageRawInput( DEVICE_JOYSTICK, i+1, JOY_DOWN, FALSE ) );
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listDeviceInputs.Add( DeviceInput( DEVICE_JOYSTICK, i+1, JOY_DOWN, FALSE ) );
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for( BYTE b=0; b<10; b++ )
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{
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if( IS_PRESSED(m_joyState[i].rgbButtons[b]) && !IS_PRESSED(m_oldJoyState[i].rgbButtons[b]) )
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listRawInput.AddTail( RageRawInput( DEVICE_JOYSTICK, i+1, b+1, FALSE ) );
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listDeviceInputs.Add( DeviceInput( DEVICE_JOYSTICK, i+1, b+1, FALSE ) );
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}
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}
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}
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