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101
code/win32/win_input.h
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101
code/win32/win_input.h
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#ifndef _WIN_INPUT_H_
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#define _WIN_INPUT_H_
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bool IN_ControllersChanged(int inserted[], int removed[]);
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#if defined (_XBOX ) || defined (_GAMECUBE)
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#define _USE_RUMBLE
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#endif
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bool IN_AnyButtonPressed(void);
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void IN_enableRumble( void );
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void IN_disableRumble( void );
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bool IN_usingRumble( void );
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int IN_CreateRumbleScript(int controller, int numStates, bool deleteWhenFinished);
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void IN_DeleteRumbleScript(int whichScript);
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void IN_KillRumbleScript(int whichScript);
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void IN_ExecuteRumbleScript(int whichScript);
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bool IN_AdvanceToNextState(int whichScript);
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void IN_KillRumbleScripts(int controller);
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void IN_KillRumbleScripts( void );
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#define IN_CMD_GOTO_XTIMES -5
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#define IN_CMD_GOTO -6
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#define IN_CMD_DEC_ARG2 -7
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#define IN_CMD_INC_ARG2 -8
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#define IN_CMD_DEC_ARG1 -9
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#define IN_CMD_INC_ARG1 -10
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#ifdef _XBOX
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#define IN_CMD_DEC_LEFT -70
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#define IN_CMD_DEC_RIGHT -71
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#define IN_CMD_INC_LEFT -72
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#define IN_CMD_INC_RIGHT -73
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#endif
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#if defined (_XBOX) // ----- XBOX --------
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int IN_AddRumbleState(int whichScript, int leftSpeed, int rightSpeed, int timeInMs);
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int IN_AddEffectFade4(int whichScript, int startLeft, int startRight, int endLeft, int endRight, int timeInMs);
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int IN_AddEffectFadeExp6(int whichScript, int startLeft, int startRight, int endLeft, int endRight, char factor, int timeInMs);
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#elif defined (_GAMECUBE) // ---- GAME CUBE ----
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#define IN_GCACTION_START 1
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#define IN_GCACTION_STOP 2
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#define IN_GCACTION_STOPHARD 3
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int IN_AddRumbleState(int whichScript, int action, int timeInMs, int arg = 0);
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#endif // ------END IF-------
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int IN_AddRumbleStateSpecial(int whichScript, int action, int arg1, int arg2);
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void IN_KillRumbleState(int whichScript, int index);
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void IN_PauseRumbling(int controller);
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void IN_PauseRumbling( void );
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void IN_UnPauseRumbling(int controller);
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void IN_UnPauseRumbling( void );
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void IN_TogglePauseRumbling(int controller);
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void IN_TogglePauseRumbling( void );
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int IN_GetMainController();
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void IN_SetMainController(int id);
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void IN_PadUnplugged(int controller);
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void IN_PadPlugged(int controller);
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void IN_CommonJoyPress(int controller, fakeAscii_t button, bool pressed);
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void IN_CommonUpdate(void);
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#define IN_MAX_JOYSTICKS 2
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// Stores gamepad joystick info
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struct JoystickInfo
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{
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bool valid;
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float x, y;
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};
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// Stores gamepad id and joysick info
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struct PadInfo
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{
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JoystickInfo joyInfo[2];
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int padId;
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};
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// Buffer for gamepad info
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extern PadInfo _padInfo;
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bool IN_RumbleAdjust(int controller, int left, int right);
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void IN_RumbleInit (void);
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void IN_RumbleShutdown (void);
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void IN_RumbleFrame (void);
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#endif // END _WIN_INPUT_H_
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