2010-01-29 04:42:19 +00:00
										 
									 
								 
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								// Project description
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								// -------------------
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								// Name: SDL Input 
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								// Description: Common SDL Input Functions
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								//
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								// Author: Falcon4ever (nJoy@falcon4ever.com, www.multigesture.net), JPeterson etc
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								// Copyright (C) 2003 Dolphin Project.
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								//
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								//
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								// Licensetype: GNU General Public License (GPL)
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								//
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								// This program is free software: you can redistribute it and/or modify
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								// it under the terms of the GNU General Public License as published by
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								// the Free Software Foundation, version 2.0.
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								//
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								// This program is distributed in the hope that it will be useful,
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								// but WITHOUT ANY WARRANTY; without even the implied warranty of
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								// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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								// GNU General Public License 2.0 for more details.
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								//
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								// A copy of the GPL 2.0 should have been included with the program.
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								// If not, see http://www.gnu.org/licenses/
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								//
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								// Official SVN repository and contact information can be found at
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								// http://code.google.com/p/dolphin-emu/
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								//
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								#define _SDL_MAIN_ // Avoid certain declarations in SDL.h
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								#include "InputCommon.h"
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								#include "SDL_Util.h" // Local
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								#ifdef _WIN32
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								#include "XInput_Util.h"
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								#endif
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								namespace InputCommon
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								{
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								// Search attached devices. Populate joyinfo for all attached physical devices.
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								// -----------------------
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								bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads)
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								{
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									if (!SDL_WasInit(0))
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								#if SDL_VERSION_ATLEAST(1, 3, 0)
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										if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) < 0)
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								#else
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										if (SDL_Init(SDL_INIT_JOYSTICK) < 0)
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								#endif
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										{
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											PanicAlert("Could not initialize SDL: %s", SDL_GetError());
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											return false;
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										}
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									// Get device status
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									int numjoy = SDL_NumJoysticks();
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									for (int i = 0; i < numjoy; i++ )
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									{
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										CONTROLLER_INFO Tmp;
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										Tmp.joy			= SDL_JoystickOpen(i);
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										Tmp.ID			= i;
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										Tmp.NumAxes		= SDL_JoystickNumAxes(Tmp.joy);
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										Tmp.NumButtons	= SDL_JoystickNumButtons(Tmp.joy);
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										Tmp.NumBalls	= SDL_JoystickNumBalls(Tmp.joy);
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										Tmp.NumHats		= SDL_JoystickNumHats(Tmp.joy);
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										Tmp.Name		= SDL_JoystickName(i);
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										// Check if the device is okay
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										if (   Tmp.NumAxes == 0
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											&&  Tmp.NumBalls == 0
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											&&  Tmp.NumButtons == 0
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											&&  Tmp.NumHats == 0
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											)
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										{
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											Tmp.Good = false;
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										}
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										else
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										{
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											_NumGoodPads++;
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											Tmp.Good = true;
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										}
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										_joyinfo.push_back(Tmp);
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										// We have now read the values we need so we close the device
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								//		if (SDL_JoystickOpened(i)) SDL_JoystickClose(_joyinfo[i].joy);
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									}
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									_NumPads = (int)_joyinfo.size();
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									return true;
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								}
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								// Avoid extreme axis values
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								// ---------------------
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								/* Function: We have to avoid very big values to becuse some triggers are -0x8000 in the
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								   unpressed state (and then go from -0x8000 to 0x8000 as they are fully pressed) */
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								bool AvoidValues(int value, bool NoTriggerFilter)
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								{
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									// Avoid detecting very small or very big (for triggers) values
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											2010-02-02 02:39:21 +00:00
										 
									 
								 
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									if(    (value > -0x1000 && value < 0x1000) // Small values
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										|| ((value < -0x7000 || value > 0x7000) && !NoTriggerFilter)) // Big values
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											2010-01-29 04:42:19 +00:00
										 
									 
								 
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										return true; // Avoid
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									else
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										return false; // Keep	
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								}
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								// Detect a pressed button
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								// ---------------------
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								void GetButton(SDL_Joystick *joy, int ControllerID, int buttons, int axes, int hats,
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												int &KeyboardKey, int &value, int &type, int &pressed, bool &Succeed, bool &Stop,
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												bool LeftRight, bool Axis, bool XInput, bool Button, bool Hat, bool NoTriggerFilter)
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								{
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									// It needs the wxWidgets excape keycode
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									static const int WXK_ESCAPE = 27;
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									// Update the internal status
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									SDL_JoystickUpdate();
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									// For the triggers we accept both a digital or an analog button
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									if(Axis)
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									{
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										for(int i = 0; i < axes; i++)
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										{
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											value = SDL_JoystickGetAxis(joy, i);
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											if(AvoidValues(value, NoTriggerFilter)) continue; // Avoid values
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											pressed = i + (LeftRight ? 1000 : 0); // Identify the analog triggers
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											type = InputCommon::CTL_AXIS;
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											Succeed = true;
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										}
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									}
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									// Check for a hat
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									if(Hat)
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									{
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										for(int i = 0; i < hats; i++)
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										{	
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											value = SDL_JoystickGetHat(joy, i);
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											if(value)
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											{
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												pressed = i;
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												type = InputCommon::CTL_HAT;
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												Succeed = true;
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											}			
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										}
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									}
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									// Check for a button
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									if(Button)
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									{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										for(int i = 0; i < buttons; i++)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										{		
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											// Some kind of bug in SDL 1.3 would give button 9 and 10 (nonexistent) the value 48 on the 360 pad
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											if (SDL_JoystickGetButton(joy, i) > 1) continue;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											if(SDL_JoystickGetButton(joy, i))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												pressed = i;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												type = InputCommon::CTL_BUTTON;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												Succeed = true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									// Check for a XInput trigger
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									#ifdef _WIN32
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										if(XInput && LeftRight)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											for(int i = 0; i <= InputCommon::XI_TRIGGER_R; i++)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											{			
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												if(XInput::GetXI(ControllerID, i))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
													pressed = i + 1000;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
													type = InputCommon::CTL_AXIS;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
													Succeed = true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									#endif
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									// Check for keyboard action
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (KeyboardKey)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										if(Button)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											// Todo: Add a separate keyboard vector to remove this restriction
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											if(KeyboardKey >= buttons)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												pressed = KeyboardKey;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												type = InputCommon::CTL_BUTTON;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												Succeed = true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												KeyboardKey = 0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												if(pressed == WXK_ESCAPE) pressed = -1; // Check for the escape key
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											// Else show the error message
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												pressed = KeyboardKey;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												KeyboardKey = -1;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												Stop = true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										// Only accept the escape key
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										else if (KeyboardKey == WXK_ESCAPE)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										{	
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											Succeed = true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											KeyboardKey = 0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											pressed = -1;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								} // InputCommon
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 |