2009-02-23 06:15:48 +00:00
										 
									 
								 
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								//////////////////////////////////////////////////////////////////////////////////////////
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								// Project description
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								// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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								// Name: Input Configuration and Calibration
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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) 2003-2008 Dolphin Project.
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								//
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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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								//////////////////////////////////////////////////////////////////////////////////////////
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								//////////////////////////////////////////////////////////////////////////////////////////
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								// Include
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								// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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								#if defined HAVE_WX && HAVE_WX
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									#include <wx/wx.h>
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								#endif
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								#include "SDL.h" // Local
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								////////////////////////////////////
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								namespace InputCommon
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								{
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								//////////////////////////////////////////////////////////////////////////////////////////
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								// Degree to radian and back
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								// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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								float Deg2Rad(float Deg)
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								{
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									return Deg * ((float)M_PI / 180.0f);
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								}
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								float Rad2Deg(float Rad)
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								{
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									return (Rad * 180.0f) / (float)M_PI;
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								}
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								/////////////////////////////////////////
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								//////////////////////////////////////////////////////////////////////////////////////////
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								// Check if the pad is within the dead zone, we assume the range is 0x8000
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								// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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								float CoordinatesToRadius(int x, int y)
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								{
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									return sqrt(pow((float)x, 2) +  pow((float)y, 2));
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								}
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								bool IsDeadZone(float DeadZone, int x, int y)
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								{
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									// Get the distance from the center
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									float Distance = CoordinatesToRadius(x, y) / 32767.0f;
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									//Console::Print("%f\n", Distance);
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									// Check if it's within the dead zone
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									if (Distance <= DeadZone)
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										return true;
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									else
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										return false;
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								}
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								/////////////////////////////////////////
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								//////////////////////////////////////////////////////////////////////////////////////////
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								// Scale down stick values from 0x8000 to 0x80
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								/* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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								   The value returned by SDL_JoystickGetAxis is a signed integer s16
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								   (-32768 to 32767). The value used for the gamecube controller is an unsigned
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								   char u8 (0 to 255) with neutral at 0x80 (128), so that it's equivalent to a signed
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								   -128 to 127.
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								*/
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								// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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								int Pad_Convert(int _val)
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								{
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									/* If the limits on PadState[].axis[] actually is a u16 then we don't need this
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									   but if it's not actually limited to that we need to apply these limits */
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									if(_val > 32767) _val = 32767; // upper limit
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									if(_val < -32768) _val = -32768; // lower limit
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									// Convert the range (-0x8000 to 0x7fff) to (0 to 0xffff)
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									_val = 0x8000 +_val;
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									// Convert the range (-32768 to 32767) to (-128 to 127)
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									_val = _val >> 8;
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									//Console::Print("0x%04x  %06i\n\n", _val, _val);
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									return _val;
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								}
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								/////////////////////////////////////////
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								//////////////////////////////////////////////////////////////////////////////////////////
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								/* Convert the stick raidus from a square or rounded box to a circular radius. I don't know what
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								   input values the actual GC controller produce for the GC, it may be a square, a circle or
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								   something in between. But one thing that is certain is that PC pads differ in their output
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								   (as shown in the list below), so it may be beneficiary to convert whatever radius they
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								   produce to the radius the GC games expect. This is the first implementation of this
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								   that convert a square radius to a circual radius. Use the advanced settings to enable
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								   and calibrate it.
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								   Observed diagonals:
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									   Perfect circle: 71% = sin(45)
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									   Logitech Dual Action: 100%
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									   PS2 Dual Shock 2 (Original) with Super Dual Box Pro: 90%
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									   XBox 360 Wireless: 85%
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									   GameCube Controller (Third Party) with EMS Trio Linker Plus II: 60%
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								*/
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								// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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								/* Calculate the distance from the outer edges of the box to the outer edges of the circle inside the box
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								   at any angle from 0<EFBFBD> to 360<EFBFBD>. The returned value is 1 + Distance, for example at most sqrt(2) in the
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								   corners and at least 1.0 at the horizontal and vertical angles. */
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								float Square2CircleDistance(float deg)
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								{
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									// See if we have to adjust the angle
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									deg = abs(deg);
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									if( (deg > 45 && deg < 135) ) deg = deg - 90;
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									// Calculate distance from center
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									float val = abs(cos(Deg2Rad(deg)));
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									float Distance = 1 / val;
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									//m_frame->m_pStatusBar2->SetLabel(wxString::Format("Deg:%f  Val:%f  Dist:%f", deg, val, dist));
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									return Distance;
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								}
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								// Produce a perfect circle from an original square or rounded box
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								std::vector<int> Square2Circle(int _x, int _y, int _pad, std::string SDiagonal, bool Circle2Square)
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								{
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									// Do we need this?
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									if(_x >  32767) _x =  32767; if(_y >  32767) _y =  32767; // upper limit
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									if(_x < -32768) _x = -32768; if(_y < -32768) _y = -32768; // lower limit
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									// ====================================
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									// Convert to circle
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									// -----------
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									// Get the manually configured diagonal distance
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									int Tmp = atoi (SDiagonal.substr(0, SDiagonal.length() - 1).c_str());
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									float Diagonal = Tmp / 100.0f;
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									// First make a perfect square in case we don't have one already
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									float OrigDist = sqrt(  pow((float)_y, 2) + pow((float)_x, 2)  ); // Get current distance
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									float deg = Rad2Deg(atan2((float)_y, (float)_x)); // Get current angle
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									/* Calculate the actual distance between the maxium diagonal values, and the outer edges of the
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									   square. A diagonal of 85% means a maximum distance of 0.85 * sqrt(2) ~1.2 in the diagonals. */
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									float corner_circle_dist = ( Diagonal / sin(Deg2Rad(45)) );
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									float SquareDist = Square2CircleDistance(deg);
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									// The original-to-square distance adjustment
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									float adj_ratio1;
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									// The circle-to-square distance adjustment
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									float adj_ratio2 = SquareDist;
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									 // The resulting distance
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									float result_dist;
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									// Calculate the corner-to-square adjustment ratio
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									if(corner_circle_dist < SquareDist) adj_ratio1 = SquareDist / corner_circle_dist;
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										else adj_ratio1 = 1;
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									// Calculate the resulting distance
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									if(Circle2Square)
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										result_dist = OrigDist * adj_ratio1;
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									else
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										result_dist = OrigDist * adj_ratio1 / adj_ratio2;
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									// Calculate x and y and return it
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									float x = result_dist * cos(Deg2Rad(deg));
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									float y = result_dist * sin(Deg2Rad(deg));
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									// Make integers
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									int int_x = (int)floor(x);
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									int int_y = (int)floor(y);
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									// Boundaries
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									if (int_x < -32768) int_x = -32768; if (int_x > 32767) int_x = 32767;
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									if (int_y < -32768) int_y = -32768; if (int_y > 32767) int_y = 32767;
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									// Return it
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									std::vector<int> vec;
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									vec.push_back(int_x);
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									vec.push_back(int_y);
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									// Debugging
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									//Console::Print("%f  %f  %i", corner_circle_dist, Diagonal, Tmp));
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									return vec;
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								}
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								/////////////////////////////////////////////////////////////////////
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								//////////////////////////////////////////////////////////////////////////////////////////
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								// Windows Virtual Key Codes Names
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								// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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								#ifdef _WIN32
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								std::string VKToString(int keycode)
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								{
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								#ifdef _WIN32
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									// Default value
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									char KeyStr[64] = {0};
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									GetKeyNameText(MapVirtualKey(keycode, MAPVK_VK_TO_VSC) << 16, KeyStr, 64);
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									std::string KeyString = KeyStr;
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									switch(keycode)
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									{
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										// Give it some help with a few keys
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										case VK_END: return "END";
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										case VK_INSERT: return "INS";
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										case VK_DELETE: return "DEL";
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										case VK_PRIOR: return "PGUP";
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										case VK_NEXT: return "PGDN";
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										case VK_UP: return "UP";
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										case VK_DOWN: return "DOWN";
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										case VK_LEFT: return "LEFT";
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										case VK_RIGHT: return "RIGHT";
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										case VK_LSHIFT: return "LEFT SHIFT";
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										case VK_LCONTROL: return "LEFT CTRL";
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										case VK_RCONTROL: return "RIGHT CTRL";
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										case VK_LMENU: return "LEFT ALT";
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										default: return KeyString;
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									}
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								#else
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									// An equivalent name translation can probably be used on other systems to?
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									return "";
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								#endif
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								}
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								#endif
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								/////////////////////////////////////////////////////////////////////
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											2009-02-24 05:20:52 +00:00
										 
									 
								 
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								}
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