update
This commit is contained in:
@@ -1703,15 +1703,15 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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{
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{
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switch( DeviceI.button )
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switch( DeviceI.button )
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{
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{
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case SDLK_F5:
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case KEY_F5:
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this->HandleScreenMessage( SM_NotesEnded );
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this->HandleScreenMessage( SM_NotesEnded );
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break;
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break;
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case SDLK_F6:
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case KEY_F6:
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m_bChangedOffsetOrBPM = true;
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m_bChangedOffsetOrBPM = true;
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GAMESTATE->m_SongOptions.m_bAutoSync = !GAMESTATE->m_SongOptions.m_bAutoSync; // toggle
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GAMESTATE->m_SongOptions.m_bAutoSync = !GAMESTATE->m_SongOptions.m_bAutoSync; // toggle
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UpdateAutoPlayText();
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UpdateAutoPlayText();
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break;
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break;
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case SDLK_F7:
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case KEY_F7:
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GAMESTATE->m_SongOptions.m_bAssistTick ^= 1;
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GAMESTATE->m_SongOptions.m_bAssistTick ^= 1;
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/* Store this change, so it sticks if we change songs: */
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/* Store this change, so it sticks if we change songs: */
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@@ -1724,13 +1724,13 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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m_textDebug.BeginTweening( 0.5f ); // fade out
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m_textDebug.BeginTweening( 0.5f ); // fade out
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m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
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m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
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break;
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break;
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case SDLK_F8:
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case KEY_F8:
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{
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{
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PREFSMAN->m_bAutoPlay = !PREFSMAN->m_bAutoPlay;
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PREFSMAN->m_bAutoPlay = !PREFSMAN->m_bAutoPlay;
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UpdateAutoPlayText();
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UpdateAutoPlayText();
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bool bIsHoldingShift =
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bool bIsHoldingShift =
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INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RSHIFT)) ||
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INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT)) ||
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INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LSHIFT));
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INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT));
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FOREACH_HumanPlayer(p)
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FOREACH_HumanPlayer(p)
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{
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{
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if( bIsHoldingShift )
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if( bIsHoldingShift )
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@@ -1740,20 +1740,20 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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}
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}
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}
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}
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break;
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break;
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case SDLK_F9:
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case KEY_F9:
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case SDLK_F10:
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case KEY_F10:
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{
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{
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m_bChangedOffsetOrBPM = true;
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m_bChangedOffsetOrBPM = true;
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float fOffsetDelta;
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float fOffsetDelta;
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switch( DeviceI.button )
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switch( DeviceI.button )
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{
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{
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case SDLK_F9: fOffsetDelta = -0.020f; break;
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case KEY_F9: fOffsetDelta = -0.020f; break;
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case SDLK_F10: fOffsetDelta = +0.020f; break;
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case KEY_F10: fOffsetDelta = +0.020f; break;
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default: ASSERT(0); return;
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default: ASSERT(0); return;
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}
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}
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) ||
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RALT)) ||
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INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) )
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INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LALT)) )
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fOffsetDelta /= 2; /* .010 */
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fOffsetDelta /= 2; /* .010 */
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else if( type == IET_FAST_REPEAT )
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else if( type == IET_FAST_REPEAT )
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fOffsetDelta *= 10;
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fOffsetDelta *= 10;
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@@ -1769,20 +1769,20 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
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m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
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}
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}
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break;
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break;
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case SDLK_F11:
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case KEY_F11:
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case SDLK_F12:
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case KEY_F12:
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{
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{
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m_bChangedOffsetOrBPM = true;
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m_bChangedOffsetOrBPM = true;
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float fOffsetDelta;
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float fOffsetDelta;
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switch( DeviceI.button )
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switch( DeviceI.button )
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{
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{
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case SDLK_F11: fOffsetDelta = -0.02f; break;
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case KEY_F11: fOffsetDelta = -0.02f; break;
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case SDLK_F12: fOffsetDelta = +0.02f; break;
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case KEY_F12: fOffsetDelta = +0.02f; break;
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default: ASSERT(0); return;
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default: ASSERT(0); return;
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}
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}
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) ||
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RALT)) ||
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INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) )
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INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LALT)) )
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fOffsetDelta /= 20; /* 1ms */
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fOffsetDelta /= 20; /* 1ms */
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else switch( type )
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else switch( type )
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{
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{
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@@ -727,7 +727,7 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type,
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// debugging?
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// debugging?
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// I just like being able to see untransliterated titles occasionally.
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// I just like being able to see untransliterated titles occasionally.
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if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F9 )
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if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == KEY_F9 )
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{
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{
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if( type != IET_FIRST_PRESS ) return;
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if( type != IET_FIRST_PRESS ) return;
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PREFSMAN->m_bShowNative ^= 1;
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PREFSMAN->m_bShowNative ^= 1;
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@@ -846,7 +846,7 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type,
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case MENU_BUTTON_RIGHT: this->MenuRight( MenuI.player, type ); break;
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case MENU_BUTTON_RIGHT: this->MenuRight( MenuI.player, type ); break;
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case MENU_BUTTON_BACK:
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case MENU_BUTTON_BACK:
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/* Don't make the user hold the back button if they're pressing escape and escape is the back button. */
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/* Don't make the user hold the back button if they're pressing escape and escape is the back button. */
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if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_ESCAPE )
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if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == KEY_ESC )
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this->MenuBack( MenuI.player );
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this->MenuBack( MenuI.player );
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else
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else
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Screen::MenuBack( MenuI.player, type );
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Screen::MenuBack( MenuI.player, type );
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@@ -112,8 +112,8 @@ void ScreenTextEntry::Input( const DeviceInput& DeviceI, const InputEventType ty
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c = DeviceI.ToChar();
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c = DeviceI.ToChar();
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bool bHoldingShift =
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bool bHoldingShift =
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_LSHIFT)) ||
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT)) ||
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_RSHIFT));
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT));
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// International keyboards often have other keys mapped to shifted keys, and always
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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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// using a US layout is a bit gimped. This is better than nothing though.
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