Mercurial > sdl-ios-xcode
annotate src/video/vgl/SDL_vglevents_c.h @ 4157:baf615f9f2a0 SDL-1.2
Date: Thu, 16 Oct 2008 20:27:34 +0400
From: "Ilya Kasnacheev" <ilya.kasnacheev@gmail.com>
To: sdl@lists.libsdl.org
Subject: [SDL] SDL for Windows CE: a few GAPI patches
Hi *!
I've just ported a POWDER roguelike ( http://www.zincland.com/powder/ ) to
Windows CE (PDAs, Windows Mobile/Pocket PC). To do that, I had to get libsdl
working. Thanks for the awesome project files, it built without a hitch.
Nevertheless, I've found quite a few bugs in Windows CE (GAPI) SDL
implementation, which I've solved and now present as a serie of patches.
I'll try carefully annotate them. Please annotate them so I can work
toward accepting
them into the main source tree since without them SDL isn't really working on
Windows CE (I wonder why nobody fixed them before, btw: why isn't SDL popular as
a way to develop Windows CE games? Where are no ports?)
These changes can't be considered flawless, but they can be considered working
because I've yet to hear complains about things I fixed and POWDER build for
Windows CE is now considered stable.
Note: my comments start with !!, delete them before applying.
diff -bru SDL-1.2.13/src/video/gapi/SDL_gapivideo.c
SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.c
--- SDL-1.2.13/src/video/gapi/SDL_gapivideo.c 2007-12-31
07:48:00.000000000 +0300
+++ SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.c 2008-10-16
20:02:11.000000000 +0400
@@ -643,6 +643,7 @@
}
gapi->userOrientation = SDL_ORIENTATION_UP;
+ gapi->systemOrientation = SDL_ORIENTATION_UP;
video->flags = SDL_FULLSCREEN; /* Clear flags, GAPI supports
fullscreen only */
/* GAPI or VGA? */
@@ -661,18 +662,21 @@
}
/* detect user landscape mode */
- if( (width > height) && (GetSystemMetrics(SM_CXSCREEN) <
GetSystemMetrics(SM_CYSCREEN)))
+ if( (width > height) && (gapi->gxProperties.cxWidth <
gapi->gxProperties.cyHeight))
gapi->userOrientation = SDL_ORIENTATION_RIGHT;
+ if(GetSystemMetrics(SM_CYSCREEN) < GetSystemMetrics(SM_CXSCREEN))
+ gapi->systemOrientation = SDL_ORIENTATION_RIGHT;
+
/* shall we apply hires fix? for example when we do not use
hires resource */
gapi->hiresFix = 0;
- if( gapi->userOrientation == SDL_ORIENTATION_RIGHT )
+ if( gapi->systemOrientation == gapi->userOrientation )
{
- if( (width > GetSystemMetrics(SM_CYSCREEN)) || (height
> GetSystemMetrics(SM_CXSCREEN)))
+ if( (width > GetSystemMetrics(SM_CXSCREEN)) || (height
> GetSystemMetrics(SM_CYSCREEN)))
gapi->hiresFix = 1;
} else
- if( (width > GetSystemMetrics(SM_CXSCREEN)) || (height
> GetSystemMetrics(SM_CYSCREEN)))
- if( !((width == GetSystemMetrics(SM_CYSCREEN))
&& (height == GetSystemMetrics(SM_CXSCREEN)))) // user portrait,
device landscape
+ if( (width > GetSystemMetrics(SM_CYSCREEN)) || (height
> GetSystemMetrics(SM_CXSCREEN)))
+// if( !((width == gapi->gxProperties.cyHeight)
&& (height == gapi->gxProperties.cxWidth))) // user portrait, device
landscape
gapi->hiresFix = 1;
switch( gapi->userOrientation )
!! It used to query system metrics which return dimensions according to screen
!! orientation, which can really be portrait, left landscape or right landscape.
!! This is presumably incorrect because we couldn't care less about user mode
!! dimensions - all we want are the GAPI framebuffer dimensions, which
only match
!! user dimensions in one of possible orientations.
!! There's a fair dose of cargo cult programming involved in this fix, but it
!! used to work only in one orientation (portrait for PDAs, where frame-buffer
!! have same orientation as user screen), and now it works on all orientations.
@@ -742,21 +746,30 @@
WIN_FlushMessageQueue();
/* Open GAPI display */
- if( !gapi->useVga && this->hidden->useGXOpenDisplay )
+ if( !gapi->useVga && this->hidden->useGXOpenDisplay &&
!this->hidden->alreadyGXOpened )
+ {
+ this->hidden->alreadyGXOpened = 1;
if( !gapi->gxFunc.GXOpenDisplay(SDL_Window, GX_FULLSCREEN) )
{
SDL_SetError("Couldn't initialize GAPI");
return(NULL);
}
+ }
#if REPORT_VIDEO_INFO
printf("Video properties:\n");
printf("display bpp: %d\n", gapi->gxProperties.cBPP);
printf("display width: %d\n", gapi->gxProperties.cxWidth);
printf("display height: %d\n", gapi->gxProperties.cyHeight);
+ printf("system display width: %d\n", GetSystemMetrics(SM_CXSCREEN));
+ printf("system display height: %d\n", GetSystemMetrics(SM_CYSCREEN));
printf("x pitch: %d\n", gapi->gxProperties.cbxPitch);
printf("y pitch: %d\n", gapi->gxProperties.cbyPitch);
printf("gapi flags: 0x%x\n", gapi->gxProperties.ffFormat);
+ printf("user orientation: %d\n", gapi->userOrientation);
+ printf("system orientation: %d\n", gapi->userOrientation);
+ printf("gapi orientation: %d\n", gapi->gapiOrientation);
+
if( !gapi->useVga && this->hidden->useGXOpenDisplay && gapi->needUpdate)
{
!! Previous version used to call gapi->gxFunc.GXOpenDisplay each time the video
!! mode would be changed. You shouldn't, because this call has a
meaning "Lock the
!! GAPI framebuffer, designate it as busy", so the second call will fail (it is
!! already locked/busy).
!! Testing might not find that because most programs set up the video mode only
!! once, but POWDER does this once in a while, so it crashed when in
320x240 mode
!! (640x480 mode doesn't use that code, it worked fine).
diff -bru SDL-1.2.13/src/video/gapi/SDL_gapivideo.h
SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.h
--- SDL-1.2.13/src/video/gapi/SDL_gapivideo.h 2007-12-31
07:48:00.000000000 +0300
+++ SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.h 2008-10-16
20:02:11.000000000 +0400
@@ -132,12 +132,17 @@
#define NUM_MODELISTS 4 /* 8, 16, 24, and 32 bits-per-pixel */
int SDL_nummodes[NUM_MODELISTS];
SDL_Rect **SDL_modelist[NUM_MODELISTS];
+ // The orientation of the video mode user wants to get
+ // Probably restricted to UP and RIGHT
enum SDL_ScreenOrientation userOrientation;
int invert;
char hiresFix; // using hires mode without defining hires resource
// --------------
int useGXOpenDisplay; /* use GXOpenDispplay */
+ int alreadyGXOpened;
int w, h;
+ // The orientation of GAPI framebuffer.
+ // Never changes on the same device.
enum SDL_ScreenOrientation gapiOrientation;
void *buffer; // may be 8, 16, 24, 32 bpp
@@ -153,6 +158,10 @@
int startOffset; // in bytes
int useVga;
int suspended; // do not pu anything into video memory
+ // The orientation of the system, as defined by SM_CXSCREEN
and SM_CYSCREEN
+ // User can change it by using 'screen layout' in system options
+ // Restricted to UP or RIGHT
+ enum SDL_ScreenOrientation systemOrientation;
};
!! This is a flag variable, see the previous comment
!! And yet another orientation: now we have to keep three of them in mind.
diff -bru SDL-1.2.13/src/video/wincommon/SDL_sysevents.c
SDL-1.2.13-new/src/video/wincommon/SDL_sysevents.c
--- SDL-1.2.13/src/video/wincommon/SDL_sysevents.c 2007-12-31
07:48:02.000000000 +0300
+++ SDL-1.2.13-new/src/video/wincommon/SDL_sysevents.c 2008-10-16
20:02:12.000000000 +0400
@@ -160,10 +160,22 @@
#endif */
}
break;
+ // FIXME: Older version used just SDL_VideoSurface->(w, h)
+ // w and h are "clipped" while x and y are "raw", which caused
+ // x in former and y in latter case to be clipped in a
wrong direction,
+ // thus offsetting the coordinate on 2 x clip pixels
+ // (like, 128 for 640 -> 512 clipping).
+ // We will now try to extract and use raw values.
+ // The way to do that RIGHT is do
(orientation-dependent) clipping before
+ // doing this transform, but it's hardly possible.
+
+ // SEE SDL_mouse.c /ClipOffset to understand these calculations.
case SDL_ORIENTATION_RIGHT:
if (!SDL_VideoSurface)
break;
- rotatedX = SDL_VideoSurface->w - *y;
+ rotatedX = (2 *
((SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/
+ SDL_VideoSurface->format->BytesPerPixel))
+ + SDL_VideoSurface->w - *y;
rotatedY = *x;
*x = rotatedX;
*y = rotatedY;
@@ -172,7 +184,8 @@
if (!SDL_VideoSurface)
break;
rotatedX = *y;
- rotatedY = SDL_VideoSurface->h - *x;
+ rotatedY = (2 *
(SDL_VideoSurface->offset/SDL_VideoSurface->pitch))
+ + SDL_VideoSurface->h - *x;
*x = rotatedX;
*y = rotatedY;
break;
!! That's the trickest part, hence the long comment.
!! GAPI would really support only 320x240 or 640x480 mode, if application
!! requested the different screen size (as POWDER did, wishing
256x192), then SDL
!! is going to grab the first mode that fits the requested, and pad the screen
!! with black bars (as they do with wide-screen films).
!! It would also get, say, 240x320 mode, and to turn it into 256x192 it would
!! need to rotate mouse clicks.
!! It worked, but one bug slipped through: it would receive mouse clicks
!! unpadded, then rotate them, and then pad the black bars. The
problem is: rotate
!! is done by GAPI driver while padding is done by SDL core. SDL core
doesn't know
!! anything about rotating, so it would pad one of dimensions incorrectly.
I understand that some of my claims (or code) might seem unbacked, but you can
always grab the POWDER binary, compile your own libsdl with one or more of
those fixes turned off, and see how weird it would misbehave. I can even supply
you with those custom builds of libsdl if you don't want to set up the build
environment for windows ce, you'll just need a PDA or a smartphone with it.
I plan to take care of SDL on Windows CE as long as I maintain the POWDER port.
POWDER is good for that because it:
Employs both padded (with centered image, black bars) and unpadded
(image occupies full screen) graphics; initializes video more than
once; uses both 320x240 and 640x480 video; uses both stylus and
buttons.
There's still a list of unresolved issues which I'm planning to fix:
1) Arrow buttons on PDA return weird scancodes compared to PC, this
caused the game to misbehave before I've fixed that. You can see it on
those diagrams:
http://wrar.name/upload/powder-htc.png
http://wrar.name/upload/powder-pda.png
2) SDL (or underlying windows) doesn't care to rotate arrow presses
when we're in a low-res GAPI mode, but it will rotate them in VGA mode
(because of different screen orientations, the same arrow buttons can
suddently mean different directions). Solution: we should stick to
GAPI user orientation (the orientation the program supposedly wants)
and rotate the keys on our own.
_______________________________________________
SDL mailing list
SDL@lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 07 Nov 2008 04:15:36 +0000 |
parents | d910939febfa |
children | 782fd950bd46 c121d94672cb a1b03ba2fcd0 |
rev | line source |
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1 /* |
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2 SDL - Simple DirectMedia Layer |
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3 Copyright (C) 1997-2006 Sam Lantinga |
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4 |
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5 This library is free software; you can redistribute it and/or |
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6 modify it under the terms of the GNU Lesser General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2.1 of the License, or (at your option) any later version. |
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9 |
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10 This library is distributed in the hope that it will be useful, |
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 Lesser General Public License for more details. |
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14 |
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15 You should have received a copy of the GNU Lesser General Public |
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16 License along with this library; if not, write to the Free Software |
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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18 |
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19 Sam Lantinga |
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20 slouken@libsdl.org |
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21 */ |
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22 #include "SDL_config.h" |
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23 |
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24 #include "SDL_vglvideo.h" |
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25 |
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26 /* Variables and functions exported by SDL_sysevents.c to other parts |
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27 of the native video subsystem (SDL_sysvideo.c) |
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28 */ |
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29 extern int VGL_initkeymaps(int fd); |
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30 extern int VGL_initmouse(int fd); |
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31 extern void VGL_keyboardcallback(int scancode, int pressed); |
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32 |
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33 extern void VGL_InitOSKeymap(_THIS); |
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34 extern void VGL_PumpEvents(_THIS); |
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35 |
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36 /* Mouse buttons */ |
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37 #define MOUSE_LEFTBUTTON 0x01 |
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38 #define MOUSE_MIDDLEBUTTON 0x02 |
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39 #define MOUSE_RIGHTBUTTON 0x04 |
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40 |
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41 /* Scancodes */ |
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42 #define SCANCODE_ESCAPE 1 |
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43 #define SCANCODE_1 2 |
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44 #define SCANCODE_2 3 |
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45 #define SCANCODE_3 4 |
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46 #define SCANCODE_4 5 |
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47 #define SCANCODE_5 6 |
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48 #define SCANCODE_6 7 |
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49 #define SCANCODE_7 8 |
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50 #define SCANCODE_8 9 |
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51 #define SCANCODE_9 10 |
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52 #define SCANCODE_0 11 |
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53 #define SCANCODE_MINUS 12 |
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54 #define SCANCODE_EQUAL 13 |
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55 #define SCANCODE_BACKSPACE 14 |
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56 #define SCANCODE_TAB 15 |
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57 #define SCANCODE_Q 16 |
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58 #define SCANCODE_W 17 |
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59 #define SCANCODE_E 18 |
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60 #define SCANCODE_R 19 |
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61 #define SCANCODE_T 20 |
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62 #define SCANCODE_Y 21 |
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63 #define SCANCODE_U 22 |
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64 #define SCANCODE_I 23 |
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65 #define SCANCODE_O 24 |
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66 #define SCANCODE_P 25 |
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67 #define SCANCODE_BRACKET_LEFT 26 |
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68 #define SCANCODE_BRACKET_RIGHT 27 |
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69 #define SCANCODE_ENTER 28 |
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70 #define SCANCODE_LEFTCONTROL 29 |
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71 #define SCANCODE_A 30 |
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72 #define SCANCODE_S 31 |
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73 #define SCANCODE_D 32 |
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74 #define SCANCODE_F 33 |
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75 #define SCANCODE_G 34 |
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76 #define SCANCODE_H 35 |
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77 #define SCANCODE_J 36 |
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78 #define SCANCODE_K 37 |
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79 #define SCANCODE_L 38 |
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80 #define SCANCODE_SEMICOLON 39 |
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81 #define SCANCODE_APOSTROPHE 40 |
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82 #define SCANCODE_GRAVE 41 |
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83 #define SCANCODE_LEFTSHIFT 42 |
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84 #define SCANCODE_BACKSLASH 43 |
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85 #define SCANCODE_Z 44 |
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86 #define SCANCODE_X 45 |
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87 #define SCANCODE_C 46 |
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88 #define SCANCODE_V 47 |
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89 #define SCANCODE_B 48 |
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90 #define SCANCODE_N 49 |
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91 #define SCANCODE_M 50 |
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92 #define SCANCODE_COMMA 51 |
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93 #define SCANCODE_PERIOD 52 |
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94 #define SCANCODE_SLASH 53 |
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95 #define SCANCODE_RIGHTSHIFT 54 |
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96 #define SCANCODE_KEYPADMULTIPLY 55 |
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97 #define SCANCODE_LEFTALT 56 |
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98 #define SCANCODE_SPACE 57 |
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99 #define SCANCODE_CAPSLOCK 58 |
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100 #define SCANCODE_F1 59 |
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101 #define SCANCODE_F2 60 |
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102 #define SCANCODE_F3 61 |
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103 #define SCANCODE_F4 62 |
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104 #define SCANCODE_F5 63 |
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105 #define SCANCODE_F6 64 |
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106 #define SCANCODE_F7 65 |
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107 #define SCANCODE_F8 66 |
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108 #define SCANCODE_F9 67 |
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109 #define SCANCODE_F10 68 |
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110 #define SCANCODE_NUMLOCK 69 |
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111 #define SCANCODE_SCROLLLOCK 70 |
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112 #define SCANCODE_KEYPAD7 71 |
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113 #define SCANCODE_CURSORUPLEFT 71 |
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114 #define SCANCODE_KEYPAD8 72 |
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115 #define SCANCODE_CURSORUP 72 |
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116 #define SCANCODE_KEYPAD9 73 |
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117 #define SCANCODE_CURSORUPRIGHT 73 |
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118 #define SCANCODE_KEYPADMINUS 74 |
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119 #define SCANCODE_KEYPAD4 75 |
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120 #define SCANCODE_CURSORLEFT 75 |
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121 #define SCANCODE_KEYPAD5 76 |
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122 #define SCANCODE_KEYPAD6 77 |
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123 #define SCANCODE_CURSORRIGHT 77 |
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124 #define SCANCODE_KEYPADPLUS 78 |
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125 #define SCANCODE_KEYPAD1 79 |
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126 #define SCANCODE_CURSORDOWNLEFT 79 |
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127 #define SCANCODE_KEYPAD2 80 |
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128 #define SCANCODE_CURSORDOWN 80 |
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129 #define SCANCODE_KEYPAD3 81 |
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130 #define SCANCODE_CURSORDOWNRIGHT 81 |
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131 #define SCANCODE_KEYPAD0 82 |
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132 #define SCANCODE_KEYPADPERIOD 83 |
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133 #define SCANCODE_LESS 86 |
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134 #define SCANCODE_F11 87 |
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135 #define SCANCODE_F12 88 |
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136 #define SCANCODE_KEYPADENTER 89 |
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137 #define SCANCODE_RIGHTCONTROL 90 |
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138 #define SCANCODE_CONTROL 107 |
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139 #define SCANCODE_KEYPADDIVIDE 91 |
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140 #define SCANCODE_PRINTSCREEN 92 |
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141 #define SCANCODE_RIGHTALT 93 |
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142 #define SCANCODE_BREAK 104 /* Beware: is 119 */ |
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143 #define SCANCODE_BREAK_ALTERNATIVE 104 /* on some keyboards! */ |
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144 #define SCANCODE_HOME 94 |
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145 #define SCANCODE_CURSORBLOCKUP 95 /* Cursor key block */ |
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146 #define SCANCODE_PAGEUP 96 |
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147 #define SCANCODE_CURSORBLOCKLEFT 97 /* Cursor key block */ |
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148 #define SCANCODE_CURSORBLOCKRIGHT 98 /* Cursor key block */ |
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149 #define SCANCODE_END 99 |
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150 #define SCANCODE_CURSORBLOCKDOWN 100 /* Cursor key block */ |
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151 #define SCANCODE_PAGEDOWN 101 |
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152 #define SCANCODE_INSERT 102 |
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153 #define SCANCODE_REMOVE 103 |
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154 #define SCANCODE_RIGHTWIN 106 |
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155 #define SCANCODE_LEFTWIN 105 |