mirror of
				https://github.com/libsdl-org/SDL.git
				synced 2025-11-04 09:44:35 +00:00 
			
		
		
		
	Added support for multiple distinct keyboards
This commit is contained in:
		@@ -335,8 +335,8 @@ static void SDL_LogEvent(const SDL_Event *event)
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#undef PRINT_KEYDEV_EVENT
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#define PRINT_KEY_EVENT(event)                                                                                                   \
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    (void)SDL_snprintf(details, sizeof(details), " (timestamp=%u windowid=%u state=%s repeat=%s scancode=%u keycode=%u mod=%u)", \
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                       (uint)event->key.timestamp, (uint)event->key.windowID,                                                    \
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    (void)SDL_snprintf(details, sizeof(details), " (timestamp=%u windowid=%u which=%u state=%s repeat=%s scancode=%u keycode=%u mod=%u)", \
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                       (uint)event->key.timestamp, (uint)event->key.windowID, (uint)event->key.which,                            \
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                       event->key.state == SDL_PRESSED ? "pressed" : "released",                                                 \
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                       event->key.repeat ? "true" : "false",                                                                     \
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                       (uint)event->key.keysym.scancode,                                                                         \
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@@ -945,9 +945,6 @@ static int SDL_SendKeyboardKeyInternal(Uint64 timestamp, Uint32 flags, SDL_Keybo
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    Uint8 repeat = SDL_FALSE;
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    const Uint8 source = flags & KEYBOARD_SOURCE_MASK;
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    /* We currently don't have raw keyboard mode, so all key events are global */
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    keyboardID = SDL_GLOBAL_KEYBOARD_ID;
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    if (scancode == SDL_SCANCODE_UNKNOWN || scancode >= SDL_NUM_SCANCODES) {
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        return 0;
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    }
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@@ -908,7 +908,7 @@ void X11_HandleKeyEvent(SDL_VideoDevice *_this, SDL_WindowData *windowdata, SDL_
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        if (xevent->type == KeyPress) {
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            /* Don't send the key if it looks like a duplicate of a filtered key sent by an IME */
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            if (xevent->xkey.keycode != videodata->filter_code || xevent->xkey.time != videodata->filter_time) {
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                SDL_SendKeyboardKey(0, SDL_GLOBAL_KEYBOARD_ID, SDL_PRESSED, videodata->key_layout[keycode]);
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                SDL_SendKeyboardKey(0, keyboardID, SDL_PRESSED, videodata->key_layout[keycode]);
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            }
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            if (*text) {
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                SDL_SendKeyboardText(text);
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@@ -918,7 +918,7 @@ void X11_HandleKeyEvent(SDL_VideoDevice *_this, SDL_WindowData *windowdata, SDL_
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                /* We're about to get a repeated key down, ignore the key up */
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                return;
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            }
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            SDL_SendKeyboardKey(0, SDL_GLOBAL_KEYBOARD_ID, SDL_RELEASED, videodata->key_layout[keycode]);
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            SDL_SendKeyboardKey(0, keyboardID, SDL_RELEASED, videodata->key_layout[keycode]);
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        }
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    }
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@@ -74,7 +74,6 @@ static const char *cross[] = {
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    ". c #ffffff",
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    "  c None",
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    /* pixels */
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    /* pixels */
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    "                                ",
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    "                                ",
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    "                                ",
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@@ -60,11 +60,56 @@ static const char *arrow[] = {
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    "0,0"
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};
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static const char *cross[] = {
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    /* width height num_colors chars_per_pixel */
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    "    32    32        3            1",
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    /* colors */
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    "o c #ffffff",
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    ". c #000000",
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    "  c None",
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    /* pixels */
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    "                                ",
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    "                                ",
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    "                                ",
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    "                                ",
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    "               oo               ",
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    "               oo               ",
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    "               oo               ",
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    "               oo               ",
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    "               oo               ",
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    "               oo               ",
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    "               oo               ",
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    "               oo               ",
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    "               oo               ",
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    "               oo               ",
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    "               oo               ",
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    "    oooooooooooooooooooooooo    ",
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    "    oooooooooooooooooooooooo    ",
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    "               oo               ",
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    "               oo               ",
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    "               oo               ",
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    "               oo               ",
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    "               oo               ",
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    "               oo               ",
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    "               oo               ",
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    "               oo               ",
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    "               oo               ",
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    "               oo               ",
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    "               oo               ",
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    "                                ",
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    "                                ",
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    "                                ",
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    "                                ",
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    "0,0"
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};
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static SDLTest_CommonState *state;
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static int done;
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#define PROP_CURSOR_TEXTURE "cursor_texture"
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#define MAX_MICE    3
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#define PROP_ARROW_CURSOR_TEXTURE "arrow_cursor_texture"
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#define PROP_CROSS_CURSOR_TEXTURE "cross_cursor_texture"
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#define MAX_MICE        3
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#define MAX_KEYBOARDS   3
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#define CURSOR_SIZE 48.0f
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#define MAX_TRAIL   500
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#define TRAIL_SIZE  8.0f
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@@ -74,7 +119,8 @@ static SDL_Color colors[] = {
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    { 255,   0, 255, 255 }, /* mouse 2, magenta */
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    { 255, 255,   0, 255 }, /* mouse 3, yellow */
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};
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SDL_COMPILE_TIME_ASSERT(colors, SDL_arraysize(colors) == MAX_MICE);
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SDL_COMPILE_TIME_ASSERT(mouse_colors, SDL_arraysize(colors) == MAX_MICE);
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SDL_COMPILE_TIME_ASSERT(keyboard_colors, SDL_arraysize(colors) == MAX_KEYBOARDS);
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typedef struct
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{
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@@ -89,7 +135,17 @@ typedef struct
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static MouseState mice[MAX_MICE];
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static SDL_Texture *CreateCursor(const char *image[], SDL_Renderer *renderer)
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typedef struct
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{
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    SDL_KeyboardID instance_id;
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    SDL_bool active;
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    Uint8 button_state;
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    SDL_FPoint position;
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} KeyboardState;
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static KeyboardState keyboards[MAX_KEYBOARDS];
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static SDL_Texture *CreateTexture(const char *image[], SDL_Renderer *renderer)
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{
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    SDL_Surface *surface;
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    SDL_Palette *palette;
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@@ -109,6 +165,9 @@ static SDL_Texture *CreateCursor(const char *image[], SDL_Renderer *renderer)
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    palette->colors['.'].r = 0xFF;
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    palette->colors['.'].g = 0xFF;
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    palette->colors['.'].b = 0xFF;
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    palette->colors['o'].r = 0xFF;
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    palette->colors['o'].g = 0xFF;
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    palette->colors['o'].b = 0xFF;
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    palette->colors['X'].r = 0x00;
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    palette->colors['X'].g = 0x00;
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    palette->colors['X'].b = 0x00;
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@@ -271,6 +330,115 @@ static void DrawMouseState(SDL_Window *window, SDL_Renderer *renderer, MouseStat
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    SDL_RenderTexture(renderer, cursor, NULL, &rect);
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}
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static void HandleKeyboardAdded(SDL_KeyboardID instance_id)
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{
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    SDL_Window *window = state->windows[0];
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    int i, w = 0, h = 0;
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    SDL_GetWindowSize(window, &w, &h);
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    for (i = 0; i < SDL_arraysize(keyboards); ++i) {
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        KeyboardState *keyboard_state = &keyboards[i];
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        if (!keyboard_state->active) {
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            keyboard_state->instance_id = instance_id;
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            keyboard_state->active = SDL_TRUE;
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            keyboard_state->position.x = w * 0.5f;
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            keyboard_state->position.y = h * 0.5f;
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            return;
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        }
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    }
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}
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static void HandleKeyboardRemoved(SDL_KeyboardID instance_id)
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{
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    int i;
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    for (i = 0; i < SDL_arraysize(keyboards); ++i) {
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        KeyboardState *keyboard_state = &keyboards[i];
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        if (instance_id == keyboard_state->instance_id) {
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            SDL_zerop(keyboard_state);
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            return;
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        }
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    }
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}
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static void ActivateKeyboard(SDL_KeyboardID instance_id)
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{
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    int i;
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    for (i = 0; i < SDL_arraysize(keyboards); ++i) {
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        KeyboardState *keyboard_state = &keyboards[i];
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        if (keyboard_state->active && instance_id == keyboard_state->instance_id) {
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            return;
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        }
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    }
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    HandleKeyboardAdded(instance_id);
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}
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static void HandleKeyboardKeyDown(SDL_KeyboardEvent *event)
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{
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    SDL_Window *window = state->windows[0];
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    int i, w = 0, h = 0;
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    SDL_GetWindowSize(window, &w, &h);
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    ActivateKeyboard(event->which);
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    for (i = 0; i < SDL_arraysize(keyboards); ++i) {
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        KeyboardState *keyboard_state = &keyboards[i];
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        if (!keyboard_state->active) {
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            continue;
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        }
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        if (event->which == keyboard_state->instance_id) {
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            switch (event->keysym.sym) {
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            case SDLK_LEFT:
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                keyboard_state->position.x -= CURSOR_SIZE;
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                if (keyboard_state->position.x < 0.0f) {
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                    keyboard_state->position.x = 0.0f;
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                }
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                break;
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            case SDLK_RIGHT:
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                keyboard_state->position.x += CURSOR_SIZE;
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                if (keyboard_state->position.x > w) {
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                    keyboard_state->position.x = w;
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                }
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                break;
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            case SDLK_UP:
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                keyboard_state->position.y -= CURSOR_SIZE;
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                if (keyboard_state->position.y < 0.0f) {
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                    keyboard_state->position.y = 0.0f;
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                }
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                break;
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            case SDLK_DOWN:
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                keyboard_state->position.y += CURSOR_SIZE;
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                if (keyboard_state->position.y > h) {
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                    keyboard_state->position.y = h;
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                }
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                break;
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            default:
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                break;
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            }
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        }
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    }
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}
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static void DrawKeyboardState(SDL_Window *window, SDL_Renderer *renderer, KeyboardState *keyboard_state, SDL_Texture *cursor, SDL_Color *color)
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{
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    SDL_FRect rect;
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    if (!keyboard_state->active) {
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        return;
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    }
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    rect.x = keyboard_state->position.x - CURSOR_SIZE / 2;
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    rect.y = keyboard_state->position.y - CURSOR_SIZE / 2;
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    rect.w = CURSOR_SIZE;
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    rect.h = CURSOR_SIZE;
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    SDL_SetTextureColorMod(cursor, color->r, color->g, color->b);
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    SDL_RenderTexture(renderer, cursor, NULL, &rect);
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}
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static void loop(void)
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{
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    int i, j;
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@@ -281,6 +449,15 @@ static void loop(void)
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        SDLTest_CommonEvent(state, &event, &done);
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        switch (event.type) {
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        case SDL_EVENT_KEYBOARD_ADDED:
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            /* Wait for events before activating this keyboard */
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            break;
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        case SDL_EVENT_KEYBOARD_REMOVED:
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            HandleKeyboardRemoved(event.kdevice.which);
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            break;
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        case SDL_EVENT_KEY_DOWN:
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            HandleKeyboardKeyDown(&event.key);
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            break;
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        case SDL_EVENT_MOUSE_ADDED:
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            /* Wait for events before activating this mouse */
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            break;
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@@ -302,13 +479,18 @@ static void loop(void)
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    for (i = 0; i < state->num_windows; ++i) {
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        SDL_Window *window = state->windows[i];
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        SDL_Renderer *renderer = state->renderers[i];
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        SDL_Texture *cursor = (SDL_Texture *)SDL_GetProperty(SDL_GetRendererProperties(renderer), PROP_CURSOR_TEXTURE, NULL);
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        SDL_Texture *arrow_cursor = (SDL_Texture *)SDL_GetProperty(SDL_GetRendererProperties(renderer), PROP_ARROW_CURSOR_TEXTURE, NULL);
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        SDL_Texture *cross_cursor = (SDL_Texture *)SDL_GetProperty(SDL_GetRendererProperties(renderer), PROP_CROSS_CURSOR_TEXTURE, NULL);
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        SDL_SetRenderDrawColor(renderer, 128, 128, 128, 255);
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        SDL_RenderClear(renderer);
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        for (j = 0; j < SDL_arraysize(mice); ++j) {
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            DrawMouseState(window, renderer, &mice[j], cursor, &colors[j]);
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            DrawMouseState(window, renderer, &mice[j], arrow_cursor, &colors[j]);
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        }
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        for (j = 0; j < SDL_arraysize(keyboards); ++j) {
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            DrawKeyboardState(window, renderer, &keyboards[j], cross_cursor, &colors[j]);
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        }
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        SDL_RenderPresent(renderer);
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@@ -349,9 +531,11 @@ int main(int argc, char *argv[])
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    /* Create the cursor textures */
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    for (i = 0; i < state->num_windows; ++i) {
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        SDL_Renderer *renderer = state->renderers[i];
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        SDL_Texture *cursor_arrow = CreateTexture(arrow, renderer);
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        SDL_Texture *cursor_cross = CreateTexture(cross, renderer);
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        SDL_Texture *cursor = CreateCursor(arrow, renderer);
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        SDL_SetProperty(SDL_GetRendererProperties(renderer), PROP_CURSOR_TEXTURE, cursor);
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        SDL_SetProperty(SDL_GetRendererProperties(renderer), PROP_ARROW_CURSOR_TEXTURE, cursor_arrow);
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        SDL_SetProperty(SDL_GetRendererProperties(renderer), PROP_CROSS_CURSOR_TEXTURE, cursor_cross);
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    }
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    /* We only get mouse motion for distinct devices when relative mode is enabled */
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