add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it.
This commit is contained in:
117
examples/ThirdPartyLibs/Gwen/Input/SDL13.h
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117
examples/ThirdPartyLibs/Gwen/Input/SDL13.h
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/*
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GWEN
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Copyright (c) 2011 Facepunch Studios
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See license in Gwen.h
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*/
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#ifndef GWEN_INPUT_SDL13_H
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#define GWEN_INPUT_SDL13_H
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#include "Gwen/InputHandler.h"
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#include "Gwen/Gwen.h"
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#include "Gwen/Controls/Canvas.h"
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#ifdef _WIN32
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#define UCS_STRING "UCS-2"
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#else
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#define UCS_STRING "UCS-4"
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#endif
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namespace Gwen
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{
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namespace Input
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{
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class SDL13
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{
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public:
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SDL13()
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{
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m_Canvas = NULL;
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}
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void Initialize( Gwen::Controls::Canvas* c )
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{
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m_Canvas = c;
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}
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bool ProcessEvent( SDL_Event* Event )
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{
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if (!m_Canvas) return false;
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switch(Event->type)
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{
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case SDL_KEYUP:
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case SDL_KEYDOWN:
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{
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SDL_KeyboardEvent* E = &Event->key;
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int iKey = -1;
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SDL_scancode scancode = E->keysym.scancode;
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switch (scancode) {
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case SDL_SCANCODE_RETURN: iKey = Gwen::Key::Return; break;
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case SDL_SCANCODE_BACKSPACE: iKey = Gwen::Key::Backspace; break;
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case SDL_SCANCODE_DELETE: iKey = Gwen::Key::Delete; break;
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case SDL_SCANCODE_LEFT: iKey = Gwen::Key::Left; break;
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case SDL_SCANCODE_RIGHT: iKey = Gwen::Key::Right; break;
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case SDL_SCANCODE_LSHIFT: iKey = Gwen::Key::Shift; break;
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case SDL_SCANCODE_RSHIFT: iKey = Gwen::Key::Shift; break;
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case SDL_SCANCODE_TAB: iKey = Gwen::Key::Tab; break;
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case SDL_SCANCODE_SPACE: iKey = Gwen::Key::Space; break;
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case SDL_SCANCODE_HOME: iKey = Gwen::Key::Home; break;
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case SDL_SCANCODE_END: iKey = Gwen::Key::End; break;
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case SDL_SCANCODE_LCTRL: iKey = Gwen::Key::Control; break;
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case SDL_SCANCODE_RCTRL: iKey = Gwen::Key::Control; break;
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case SDL_SCANCODE_UP: iKey = Gwen::Key::Up; break;
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case SDL_SCANCODE_DOWN: iKey = Gwen::Key::Down; break;
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case SDL_SCANCODE_ESCAPE: iKey = Gwen::Key::Escape; break;
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case SDL_SCANCODE_LALT: iKey = Gwen::Key::Alt; break;
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case SDL_SCANCODE_RALT: iKey = Gwen::Key::Alt; break;
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default: return false;
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}
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return m_Canvas->InputKey(iKey, E->state);
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}
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case SDL_TEXTINPUT:
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{
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SDL_TextInputEvent* E = &Event->text;
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wchar_t* widechar = (wchar_t*)SDL_iconv_string(UCS_STRING, "UTF-8", E->text, SDL_strlen(E->text)+1);
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bool ret = m_Canvas->InputCharacter(*widechar);
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SDL_free(widechar);
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return ret;
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}
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case SDL_MOUSEMOTION:
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{
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SDL_MouseMotionEvent* E = &Event->motion;
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return m_Canvas->InputMouseMoved(E->x, E->y, E->xrel, E->yrel);
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}
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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{
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SDL_MouseButtonEvent* E = &Event->button;
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int Button = -1;
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switch (E->button) {
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case SDL_BUTTON_LEFT: Button = 0; break;
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case SDL_BUTTON_MIDDLE: Button = 2; break;
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case SDL_BUTTON_RIGHT: Button = 1; break;
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default: return false;
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}
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return m_Canvas->InputMouseButton(Button, E->state);
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}
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case SDL_MOUSEWHEEL:
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{
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SDL_MouseWheelEvent* E = &Event->wheel;
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return m_Canvas->InputMouseWheel(E->y);
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}
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default:
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{
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return false;
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}
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}
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}
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protected:
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Gwen::Controls::Canvas* m_Canvas;
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};
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}
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}
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#endif
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148
examples/ThirdPartyLibs/Gwen/Input/SFML.h
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148
examples/ThirdPartyLibs/Gwen/Input/SFML.h
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@@ -0,0 +1,148 @@
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/*
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GWEN
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Copyright (c) 2011 Facepunch Studios
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See license in Gwen.h
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*/
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#pragma once
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#ifndef GWEN_INPUT_SFML_H
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#define GWEN_INPUT_SFML_H
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#include "Gwen/InputHandler.h"
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#include "Gwen/Gwen.h"
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#include "Gwen/Controls/Canvas.h"
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#include <SFML/Graphics.hpp>
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namespace Gwen
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{
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namespace Input
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{
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class SFML
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{
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public:
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SFML()
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{
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m_Canvas = NULL;
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m_MouseX = 0;
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m_MouseY = 0;
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}
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void Initialize( Gwen::Controls::Canvas* c )
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{
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m_Canvas = c;
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}
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unsigned char TranslateKeyCode( int iKeyCode )
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{
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switch ( iKeyCode )
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{
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#if SFML_VERSION_MAJOR == 2
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case sf::Keyboard::Back: return Gwen::Key::Backspace;
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case sf::Keyboard::Return: return Gwen::Key::Return;
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case sf::Keyboard::Escape: return Gwen::Key::Escape;
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case sf::Keyboard::Tab: return Gwen::Key::Tab;
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case sf::Keyboard::Space: return Gwen::Key::Space;
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case sf::Keyboard::Up: return Gwen::Key::Up;
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case sf::Keyboard::Down: return Gwen::Key::Down;
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case sf::Keyboard::Left: return Gwen::Key::Left;
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case sf::Keyboard::Right: return Gwen::Key::Right;
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case sf::Keyboard::Home: return Gwen::Key::Home;
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case sf::Keyboard::End: return Gwen::Key::End;
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case sf::Keyboard::Delete: return Gwen::Key::Delete;
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case sf::Keyboard::LControl: return Gwen::Key::Control;
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case sf::Keyboard::LAlt: return Gwen::Key::Alt;
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case sf::Keyboard::LShift: return Gwen::Key::Shift;
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case sf::Keyboard::RControl: return Gwen::Key::Control;
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case sf::Keyboard::RAlt: return Gwen::Key::Alt;
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case sf::Keyboard::RShift: return Gwen::Key::Shift;
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#else
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case sf::Key::Back: return Gwen::Key::Backspace;
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case sf::Key::Return: return Gwen::Key::Return;
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case sf::Key::Escape: return Gwen::Key::Escape;
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case sf::Key::Tab: return Gwen::Key::Tab;
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case sf::Key::Space: return Gwen::Key::Space;
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case sf::Key::Up: return Gwen::Key::Up;
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case sf::Key::Down: return Gwen::Key::Down;
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case sf::Key::Left: return Gwen::Key::Left;
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case sf::Key::Right: return Gwen::Key::Right;
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case sf::Key::Home: return Gwen::Key::Home;
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case sf::Key::End: return Gwen::Key::End;
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case sf::Key::Delete: return Gwen::Key::Delete;
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case sf::Key::LControl: return Gwen::Key::Control;
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case sf::Key::LAlt: return Gwen::Key::Alt;
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case sf::Key::LShift: return Gwen::Key::Shift;
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case sf::Key::RControl: return Gwen::Key::Control;
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case sf::Key::RAlt: return Gwen::Key::Alt;
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case sf::Key::RShift: return Gwen::Key::Shift;
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#endif
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}
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return Gwen::Key::Invalid;
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}
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bool ProcessMessage( sf::Event& event )
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{
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if ( !m_Canvas ) return false;
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switch(event.Type)
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{
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case sf::Event::MouseMoved:
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{
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int dx = event.MouseMove.X - m_MouseX;
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int dy = event.MouseMove.Y - m_MouseY;
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m_MouseX = event.MouseMove.X;
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m_MouseY = event.MouseMove.Y;
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return m_Canvas->InputMouseMoved( m_MouseX, m_MouseY, dx, dy );
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}
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case sf::Event::MouseButtonPressed:
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case sf::Event::MouseButtonReleased:
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{
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return m_Canvas->InputMouseButton( event.MouseButton.Button, event.Type == sf::Event::MouseButtonPressed );
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}
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case sf::Event::MouseWheelMoved:
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{
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return m_Canvas->InputMouseWheel( event.MouseWheel.Delta * 60 );
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}
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case sf::Event::TextEntered:
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{
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return m_Canvas->InputCharacter( event.Text.Unicode );
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}
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case sf::Event::KeyPressed:
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case sf::Event::KeyReleased:
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{
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bool bPressed = (event.Type == sf::Event::KeyPressed);
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if ( event.Key.Control && bPressed && event.Key.Code >= 'a' && event.Key.Code <= 'z' )
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{
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return m_Canvas->InputCharacter( event.Key.Code );
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}
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unsigned char iKey = TranslateKeyCode( event.Key.Code );
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return m_Canvas->InputKey( iKey, bPressed );
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}
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}
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return false;
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}
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protected:
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Gwen::Controls::Canvas* m_Canvas;
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int m_MouseX;
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int m_MouseY;
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};
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}
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}
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#endif
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164
examples/ThirdPartyLibs/Gwen/Input/Windows.h
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164
examples/ThirdPartyLibs/Gwen/Input/Windows.h
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@@ -0,0 +1,164 @@
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/*
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GWEN
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Copyright (c) 2011 Facepunch Studios
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See license in Gwen.h
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*/
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#ifndef GWEN_INPUT_WINDOWS_H
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#define GWEN_INPUT_WINDOWS_H
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#include "Gwen/InputHandler.h"
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#include "Gwen/Gwen.h"
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#include "Gwen/Controls/Canvas.h"
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#include <windows.h>
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namespace Gwen
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{
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namespace Input
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{
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class Windows
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{
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public:
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Windows()
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{
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m_Canvas = NULL;
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m_MouseX = 0;
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m_MouseY = 0;
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}
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void Initialize( Gwen::Controls::Canvas* c )
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{
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m_Canvas = c;
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}
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bool ProcessMessage( MSG msg )
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{
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if ( !m_Canvas ) return false;
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switch ( msg.message )
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{
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case WM_MOUSEMOVE:
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{
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int x = (signed short)LOWORD( msg.lParam );
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int y = (signed short)HIWORD( msg.lParam );
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int dx = x - m_MouseX;
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int dy = y - m_MouseY;
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m_MouseX = x;
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m_MouseY = y;
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return m_Canvas->InputMouseMoved( x, y, dx, dy );
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}
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case WM_CHAR:
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{
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Gwen::UnicodeChar chr = (Gwen::UnicodeChar)msg.wParam;
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return m_Canvas->InputCharacter( chr );
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}
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case WM_MOUSEWHEEL:
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{
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return m_Canvas->InputMouseWheel( (short)HIWORD( msg.wParam ) );
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}
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case WM_LBUTTONDOWN:
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{
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SetCapture( msg.hwnd );
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return m_Canvas->InputMouseButton( 0, true );
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}
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case WM_LBUTTONUP:
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{
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ReleaseCapture();
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return m_Canvas->InputMouseButton( 0, false );
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}
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case WM_RBUTTONDOWN:
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{
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SetCapture( msg.hwnd );
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return m_Canvas->InputMouseButton( 1, true );
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}
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case WM_RBUTTONUP:
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{
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ReleaseCapture();
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return m_Canvas->InputMouseButton( 1, false );
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}
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case WM_MBUTTONDOWN:
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{
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SetCapture( msg.hwnd );
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return m_Canvas->InputMouseButton( 2, true );
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}
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case WM_MBUTTONUP:
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{
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ReleaseCapture();
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return m_Canvas->InputMouseButton( 2, true );
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}
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case WM_LBUTTONDBLCLK:
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case WM_RBUTTONDBLCLK:
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case WM_MBUTTONDBLCLK:
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{
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// Filter out those events from the application
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return true;
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}
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case WM_KEYDOWN:
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case WM_KEYUP:
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{
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bool bDown = msg.message == WM_KEYDOWN;
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int iKey = -1;
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// These aren't sent by WM_CHAR when CTRL is down - but we need
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// them internally for copy and paste etc..
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if ( bDown && GetKeyState( VK_CONTROL ) & 0x80 && msg.wParam >= 'A' && msg.wParam <= 'Z' )
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{
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Gwen::UnicodeChar chr = (Gwen::UnicodeChar)msg.wParam;
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return m_Canvas->InputCharacter( chr );
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}
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if ( msg.wParam == VK_SHIFT ) iKey = Gwen::Key::Shift;
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else if ( msg.wParam == VK_RETURN ) iKey = Gwen::Key::Return;
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else if ( msg.wParam == VK_BACK ) iKey = Gwen::Key::Backspace;
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else if ( msg.wParam == VK_DELETE ) iKey = Gwen::Key::Delete;
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else if ( msg.wParam == VK_LEFT ) iKey = Gwen::Key::Left;
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else if ( msg.wParam == VK_RIGHT ) iKey = Gwen::Key::Right;
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else if ( msg.wParam == VK_TAB ) iKey = Gwen::Key::Tab;
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else if ( msg.wParam == VK_SPACE ) iKey = Gwen::Key::Space;
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else if ( msg.wParam == VK_HOME ) iKey = Gwen::Key::Home;
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else if ( msg.wParam == VK_END ) iKey = Gwen::Key::End;
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else if ( msg.wParam == VK_CONTROL ) iKey = Gwen::Key::Control;
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else if ( msg.wParam == VK_SPACE ) iKey = Gwen::Key::Space;
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else if ( msg.wParam == VK_UP ) iKey = Gwen::Key::Up;
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else if ( msg.wParam == VK_DOWN ) iKey = Gwen::Key::Down;
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if ( iKey != -1 )
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{
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return m_Canvas->InputKey( iKey, bDown );
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}
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break;
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}
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default:
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{
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break;
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}
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}
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return false;
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}
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protected:
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Gwen::Controls::Canvas* m_Canvas;
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int m_MouseX;
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int m_MouseY;
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};
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}
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}
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#endif
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Reference in New Issue
Block a user