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https://github.com/glest/glest-source.git
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- got sdl2 branch compiling and game loads
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@@ -30,14 +30,13 @@ using Shared::Graphics::Vec2i;
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#if SDL_VERSION_ATLEAST(2,0,0)
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typedef SDL_Keysym SDL_keysym;
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typedef SDL_Keycode SDLKey;
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#endif
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namespace Shared{ namespace Platform{
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class Timer;
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class PlatformContextGl;
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//class PlatformContextGl;
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enum MouseButton {
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mbUnknown,
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@@ -95,7 +94,7 @@ enum WindowStyle{
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class Window {
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private:
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SDL_Window *sdlWindow;
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static SDL_Window *sdlWindow;
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Uint32 lastMouseDown[mbCount];
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int lastMouseX[mbCount];
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int lastMouseY[mbCount];
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@@ -130,8 +129,9 @@ protected:
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static int lastShowMouseState;
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public:
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static SDL_Window *getSDLWindow();
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static bool handleEvent();
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static void revertMousePos(SDL_Window *sdlwindow);
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static void revertMousePos();
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static Vec2i getOldMousePos();
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static bool isKeyDown() { return isKeyPressedDown; }
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static void setupGraphicsScreen(int depthBits=-1, int stencilBits=-1, bool hardware_acceleration=false, bool fullscreen_anti_aliasing=false);
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@@ -141,6 +141,7 @@ public:
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static bool isKeyStateModPressed(int mod);
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static wchar_t extractLastKeyPressed();
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Window();
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Window(SDL_Window *sdlWindow);
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virtual ~Window();
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@@ -192,6 +193,9 @@ public:
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static char getRawKey(SDL_keysym keysym);
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protected:
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void setSDLWindow(SDL_Window *window);
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virtual void eventCreate(){}
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virtual void eventMouseDown(int x, int y, MouseButton mouseButton){}
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virtual void eventMouseUp(int x, int y, MouseButton mouseButton){}
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@@ -218,16 +222,16 @@ private:
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static MouseButton getMouseButton(int sdlButton);
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//static char getKey(SDL_keysym keysym, bool skipSpecialKeys=false);
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//static char getNormalKey(SDL_keysym keysym,bool skipSpecialKeys=false);
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static void toggleFullscreen(SDL_Window *sdlwindow);
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static void toggleFullscreen();
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static wchar_t convertStringtoSDLKey(const string &value);
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};
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bool isKeyPressed(SDLKey compareKey, SDL_KeyboardEvent input, vector<int> modifiersToCheck);
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bool isKeyPressed(SDLKey compareKey, SDL_KeyboardEvent input, bool modifiersAllowed=true);
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bool isKeyPressed(SDL_Keycode compareKey, SDL_KeyboardEvent input, vector<int> modifiersToCheck);
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bool isKeyPressed(SDL_Keycode compareKey, SDL_KeyboardEvent input, bool modifiersAllowed=true);
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SDLKey extractKeyPressed(SDL_KeyboardEvent input);
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bool isAllowedInputTextKey(SDLKey key);
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SDL_Keycode extractKeyPressed(SDL_KeyboardEvent input);
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bool isAllowedInputTextKey(SDL_Keycode key);
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wchar_t extractKeyPressedUnicode(SDL_KeyboardEvent input);
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vector<int> extractKeyPressedUnicodeLength(string text);
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