forked from dolphin-emu/dolphin
		
	Not only does it change tons of files to switch to a new and non-working (it doesn't parse my ini files, at least) ini parser, it also reshuffles a lot of code and removes a plugin. The latter part is fine, but doing these two major switches in one revision, one of which is broken, is completely unacceptable. I said to merge tiny changes, not massive reworkings. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5589 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			254 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			254 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003 Dolphin Project.
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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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#include <iostream> // System
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#include <vector>
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#include <cmath>
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#include "Common.h" // Common
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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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#ifdef _WIN32
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#define NOMINMAX
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#include <Windows.h>
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#endif
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namespace InputCommon
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{
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// Degree to radian and back
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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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// Check if the pad is within the dead zone, we assume the range is 0x8000
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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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// Scale down stick values from 0x8000 to 0x80
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/*
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   The value returned by SDL_JoystickGetAxis is a signed integer s16 (-32768 to
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   32767). The value used for the gamecube controller is an unsigned char u8 (0
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   to 255) with neutral at 0x80 (128), so that it's equivalent to a signed -128
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   to 127.  */
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// 
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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
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	   this but if it's not actually limited to that we need to apply these
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	   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 (0 to 0xffff) to (0 to 0xff)
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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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// Adjust the radius
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void RadiusAdjustment(s8 &_x, s8 &_y, int _Radius)
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{
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	// Get the radius setting
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	float RadiusSetting = (float)_Radius / 100.0f;
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	float x = (float)_x * RadiusSetting;
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	float y = (float)_y * RadiusSetting;
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	// Update values
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	_x = (s8)x;
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	_y = (s8)y;
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}
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/* Convert the stick raidus from a square or rounded box to a circular
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   radius. I don't know what input values the actual GC controller produce for
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   the GC, it may be a square, a circle or something in between. But one thing
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   that is certain is that PC pads differ in their output (as shown in the list
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   below), so it may be beneficiary to convert whatever radius they produce to
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   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
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   to enable 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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/* Calculate the distance from the outer edges of the box to the outer edges of
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   the circle inside the box at any angle from 0 to 360. The returned value is
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   1 + Distance, for example at most sqrt(2) in the corners and at least 1.0 at
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   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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void Square2Circle(int &_x, int &_y, int _Diagonal, bool Circle2Square)
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{
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	// Do we need to do this check?
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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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	// Convert to circle
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	// Get the manually configured diagonal distance
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	float Diagonal = (float)_Diagonal / 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
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	   the outer edges of the square. A diagonal of 85% means a maximum
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	   distance of 0.85 * sqrt(2) ~1.2 in the diagonals. */
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	float corner_circle_dist = ( Diagonal / sin(Deg2Rad(45.0f)) );
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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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	// Update coordinates
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	_x = (int)floor(x);
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	_y = (int)floor(y);
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	// Boundaries
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	if (_x < -32768) _x = -32768; if (_x > 32767) _x = 32767;
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	if (_y < -32768) _y = -32768; if (_y > 32767) _y = 32767;
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	// Debugging
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	//Console::Print("%f  %f  %i", corner_circle_dist, Diagonal, Tmp));
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}
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// Windows Virtual Key Codes Names
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#ifdef _WIN32
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std::string VKToString(int keycode)
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{
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	// Default value
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	char KeyStr[64] = {0};
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	std::string KeyString;
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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_HOME: return "HOME";
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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_RSHIFT: return "Right 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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		case VK_RMENU: return "Right Alt";
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		case VK_NUMLOCK: return "Num Lock";
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		case VK_MULTIPLY: return "Num *";
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		case VK_ADD: return "Num +";
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		case VK_SEPARATOR: case 0xC2: return "Num Separator";
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		case VK_SUBTRACT: return "Num -";
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		case VK_DECIMAL: return "Num Decimal";
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		case VK_DIVIDE: return "Num /";
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		case VK_OEM_PLUS: return "=";
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		case VK_OEM_MINUS: return "-";
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		case VK_OEM_COMMA: return ",";
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		case VK_OEM_PERIOD: return ".";
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		case VK_BROWSER_BACK: return "Nav Bwd";
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		case VK_BROWSER_FORWARD: return "Nav Fwd";
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		//default: return KeyString = KeyStr;
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	}
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	// TODO: Switch to unicode GetKeyNameText?
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	if (keycode < 256)	// Keyboard
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		GetKeyNameTextA(MapVirtualKey(keycode, MAPVK_VK_TO_VSC) << 16, KeyStr, 64);
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	else	// Pad
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		sprintf(KeyStr, "PAD: %d", keycode - 0x1000);
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	return KeyString = KeyStr;
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}
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#endif
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}
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