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			418 lines
		
	
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			418 lines
		
	
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "sdlinputwrapper.hpp"
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#include <components/debug/debuglog.hpp>
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#include <components/settings/settings.hpp>
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#include <osgViewer/Viewer>
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namespace SDLUtil
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{
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InputWrapper::InputWrapper(SDL_Window* window, osg::ref_ptr<osgViewer::Viewer> viewer, bool grab) :
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        mSDLWindow(window),
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        mViewer(viewer),
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        mMouseListener(nullptr),
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        mSensorListener(nullptr),
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        mKeyboardListener(nullptr),
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        mWindowListener(nullptr),
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        mConListener(nullptr),
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        mWarpX(0),
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        mWarpY(0),
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        mWarpCompensate(false),
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        mWrapPointer(false),
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        mAllowGrab(grab),
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        mWantMouseVisible(false),
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        mWantGrab(false),
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        mWantRelative(false),
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        mGrabPointer(false),
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        mMouseRelative(false),
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        mFirstMouseMove(true),
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        mMouseZ(0),
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        mMouseX(0),
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        mMouseY(0),
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        mWindowHasFocus(true),
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        mMouseInWindow(true)
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    {
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        Uint32 flags = SDL_GetWindowFlags(mSDLWindow);
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        mWindowHasFocus = (flags & SDL_WINDOW_INPUT_FOCUS);
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        mMouseInWindow = (flags & SDL_WINDOW_MOUSE_FOCUS);
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    }
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    InputWrapper::~InputWrapper()
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    {
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    }
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    void InputWrapper::capture(bool windowEventsOnly)
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    {
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        mViewer->getEventQueue()->frame(0.f);
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        SDL_PumpEvents();
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        SDL_Event evt;
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        if (windowEventsOnly)
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        {
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            // During loading, handle window events, discard button presses and mouse movement and keep others for later
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            while (SDL_PeepEvents(&evt, 1, SDL_GETEVENT, SDL_WINDOWEVENT, SDL_WINDOWEVENT) > 0)
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                handleWindowEvent(evt);
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            SDL_FlushEvent(SDL_KEYDOWN);
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            SDL_FlushEvent(SDL_CONTROLLERBUTTONDOWN);
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            SDL_FlushEvent(SDL_MOUSEBUTTONDOWN);
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            SDL_FlushEvent(SDL_MOUSEMOTION);
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            SDL_FlushEvent(SDL_MOUSEWHEEL);
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            return;
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        }
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        while(SDL_PollEvent(&evt))
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        {
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            switch(evt.type)
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            {
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                case SDL_MOUSEMOTION:
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                    // Ignore this if it happened due to a warp
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                    if(!_handleWarpMotion(evt.motion))
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                    {
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                        // If in relative mode, don't trigger events unless window has focus
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                        if (!mWantRelative || mWindowHasFocus)
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                            mMouseListener->mouseMoved(_packageMouseMotion(evt));
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                        // Try to keep the mouse inside the window
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                        if (mWindowHasFocus)
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                            _wrapMousePointer(evt.motion);
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                    }
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                    break;
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                case SDL_MOUSEWHEEL:
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                    mMouseListener->mouseMoved(_packageMouseMotion(evt));
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                    mMouseListener->mouseWheelMoved(evt.wheel);
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                    break;
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                case SDL_SENSORUPDATE:
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                    mSensorListener->sensorUpdated(evt.sensor);
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                    break;
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                case SDL_MOUSEBUTTONDOWN:
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                    mMouseListener->mousePressed(evt.button, evt.button.button);
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                    break;
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                case SDL_MOUSEBUTTONUP:
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                    mMouseListener->mouseReleased(evt.button, evt.button.button);
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                    break;
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                case SDL_KEYDOWN:
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                    mKeyboardListener->keyPressed(evt.key);
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                    if (!isModifierHeld(KMOD_ALT) && evt.key.keysym.sym >= SDLK_F1 && evt.key.keysym.sym <= SDLK_F12)
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                    {
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                        mViewer->getEventQueue()->keyPress(osgGA::GUIEventAdapter::KEY_F1 + (evt.key.keysym.sym - SDLK_F1));
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                    }
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                    break;
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                case SDL_KEYUP:
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                    if (!evt.key.repeat)
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                    {
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                        mKeyboardListener->keyReleased(evt.key);
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                        if (!isModifierHeld(KMOD_ALT) && evt.key.keysym.sym >= SDLK_F1 && evt.key.keysym.sym <= SDLK_F12)
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                            mViewer->getEventQueue()->keyRelease(osgGA::GUIEventAdapter::KEY_F1 + (evt.key.keysym.sym - SDLK_F1));
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                    }
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                    break;
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                case SDL_TEXTEDITING:
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                    break;
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                case SDL_TEXTINPUT:
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                    mKeyboardListener->textInput(evt.text);
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                    break;
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                case SDL_KEYMAPCHANGED:
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                    break;
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                case SDL_JOYHATMOTION: //As we manage everything with GameController, don't even bother with these.
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                case SDL_JOYAXISMOTION:
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                case SDL_JOYBUTTONDOWN:
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                case SDL_JOYBUTTONUP:
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                case SDL_JOYDEVICEADDED:
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                case SDL_JOYDEVICEREMOVED:
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                    break;
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                case SDL_CONTROLLERDEVICEADDED:
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                    if(mConListener)
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                        mConListener->controllerAdded(1, evt.cdevice); //We only support one joystick, so give everything a generic deviceID
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                    break;
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                case SDL_CONTROLLERDEVICEREMOVED:
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                    if(mConListener)
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                        mConListener->controllerRemoved(evt.cdevice);
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                    break;
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                case SDL_CONTROLLERBUTTONDOWN:
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                    if(mConListener)
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                        mConListener->buttonPressed(1, evt.cbutton);
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                    break;
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                case SDL_CONTROLLERBUTTONUP:
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                    if(mConListener)
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                        mConListener->buttonReleased(1, evt.cbutton);
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                    break;
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                case SDL_CONTROLLERAXISMOTION:
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                    if(mConListener)
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                        mConListener->axisMoved(1, evt.caxis);
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                    break;
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                #if SDL_VERSION_ATLEAST(2, 0, 14)
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                case SDL_CONTROLLERSENSORUPDATE:
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                    // controller sensor data is received on demand
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                    break;
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                case SDL_CONTROLLERTOUCHPADDOWN:
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                    mConListener->touchpadPressed(1, TouchEvent(evt.ctouchpad));
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                    break;
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                case SDL_CONTROLLERTOUCHPADMOTION:
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                    mConListener->touchpadMoved(1, TouchEvent(evt.ctouchpad));
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                    break;
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                case SDL_CONTROLLERTOUCHPADUP:
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                    mConListener->touchpadReleased(1, TouchEvent(evt.ctouchpad));
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                    break;
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                #endif
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                case SDL_WINDOWEVENT:
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                    handleWindowEvent(evt);
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                    break;
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                case SDL_QUIT:
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                    if (mWindowListener)
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                        mWindowListener->windowClosed();
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                    break;
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                case SDL_DISPLAYEVENT:
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                    switch (evt.display.event)
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                    {
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                        case SDL_DISPLAYEVENT_ORIENTATION:
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                            if (mSensorListener && evt.display.display == (unsigned int) Settings::Manager::getInt("screen", "Video"))
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                                mSensorListener->displayOrientationChanged();
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                            break;
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                        default:
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                            break;
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                    }
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                    break;
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                case SDL_CLIPBOARDUPDATE:
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                    break; // We don't need this event, clipboard is retrieved on demand
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                case SDL_FINGERDOWN:
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                case SDL_FINGERUP:
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                case SDL_FINGERMOTION:
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                case SDL_DOLLARGESTURE:
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                case SDL_DOLLARRECORD:
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                case SDL_MULTIGESTURE:
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                    // No use for touch & gesture events
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                    break;
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                case SDL_APP_WILLENTERBACKGROUND:
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                case SDL_APP_WILLENTERFOREGROUND:
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                case SDL_APP_DIDENTERBACKGROUND:
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                case SDL_APP_DIDENTERFOREGROUND:
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                    // We do not need background/foreground switch event for mobile devices so far
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                    break;
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                case SDL_APP_TERMINATING:
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                    // There is nothing we can do here.
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                    break;
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                case SDL_APP_LOWMEMORY:
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                    Log(Debug::Warning) << "System reports that free RAM on device is running low. You may encounter an unexpected behaviour.";
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                    break;
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                default:
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                    Log(Debug::Info) << "Unhandled SDL event of type 0x" << std::hex << evt.type;
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                    break;
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            }
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        }
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    }
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    void InputWrapper::handleWindowEvent(const SDL_Event& evt)
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    {
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        switch (evt.window.event) {
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            case SDL_WINDOWEVENT_ENTER:
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                mMouseInWindow = true;
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                updateMouseSettings();
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                break;
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            case SDL_WINDOWEVENT_LEAVE:
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                mMouseInWindow = false;
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                updateMouseSettings();
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                break;
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            case SDL_WINDOWEVENT_MOVED:
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                // I'm not sure what OSG is using the window position for, but I don't think it's needed,
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                // so we ignore window moved events (improves window movement performance)
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                break;
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            case SDL_WINDOWEVENT_SIZE_CHANGED:
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                int w,h;
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                SDL_GetWindowSize(mSDLWindow, &w, &h);
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                int x,y;
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                SDL_GetWindowPosition(mSDLWindow, &x,&y);
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                mViewer->getCamera()->getGraphicsContext()->resized(x,y,w,h);
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                mViewer->getEventQueue()->windowResize(x,y,w,h);
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                if (mWindowListener)
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                    mWindowListener->windowResized(w, h);
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                break;
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            case SDL_WINDOWEVENT_RESIZED:
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                // This should also fire SIZE_CHANGED, so no need to handle
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                break;
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            case SDL_WINDOWEVENT_FOCUS_GAINED:
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                mWindowHasFocus = true;
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                updateMouseSettings();
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                break;
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            case SDL_WINDOWEVENT_FOCUS_LOST:
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                mWindowHasFocus = false;
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                updateMouseSettings();
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                break;
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            case SDL_WINDOWEVENT_CLOSE:
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                break;
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            case SDL_WINDOWEVENT_SHOWN:
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            case SDL_WINDOWEVENT_RESTORED:
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                if (mWindowListener)
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                    mWindowListener->windowVisibilityChange(true);
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                break;
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            case SDL_WINDOWEVENT_HIDDEN:
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            case SDL_WINDOWEVENT_MINIMIZED:
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                if (mWindowListener)
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                    mWindowListener->windowVisibilityChange(false);
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                break;
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        }
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    }
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    bool InputWrapper::isModifierHeld(int mod)
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    {
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        return (SDL_GetModState() & mod) != 0;
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    }
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    bool InputWrapper::isKeyDown(SDL_Scancode key)
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    {
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        return (SDL_GetKeyboardState(nullptr)[key]) != 0;
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    }
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    /// \brief Moves the mouse to the specified point within the viewport
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    void InputWrapper::warpMouse(int x, int y)
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    {
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        SDL_WarpMouseInWindow(mSDLWindow, x, y);
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        mWarpCompensate = true;
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        mWarpX = x;
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        mWarpY = y;
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    }
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    /// \brief Locks the pointer to the window
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    void InputWrapper::setGrabPointer(bool grab)
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    {
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        mWantGrab = grab;
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        updateMouseSettings();
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    }
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    /// \brief Set the mouse to relative positioning. Doesn't move the cursor
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    ///        and disables mouse acceleration.
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    void InputWrapper::setMouseRelative(bool relative)
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    {
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        mWantRelative = relative;
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        updateMouseSettings();
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    }
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    void InputWrapper::setMouseVisible(bool visible)
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    {
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        mWantMouseVisible = visible;
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        updateMouseSettings();
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    }
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    void InputWrapper::updateMouseSettings()
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    {
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        mGrabPointer = mWantGrab && mMouseInWindow && mWindowHasFocus;
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        SDL_SetWindowGrab(mSDLWindow, mGrabPointer && mAllowGrab ? SDL_TRUE : SDL_FALSE);
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        SDL_ShowCursor(mWantMouseVisible || !mWindowHasFocus);
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        bool relative = mWantRelative && mMouseInWindow && mWindowHasFocus;
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        if(mMouseRelative == relative)
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            return;
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        mMouseRelative = relative;
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        mWrapPointer = false;
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        // eep, wrap the pointer manually if the input driver doesn't support
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        // relative positioning natively
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        // also use wrapping if no-grab was specified in options (SDL_SetRelativeMouseMode
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        // appears to eat the mouse cursor when pausing in a debugger)
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        bool success = mAllowGrab && SDL_SetRelativeMouseMode(relative ? SDL_TRUE : SDL_FALSE) == 0;
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        if(relative && !success)
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            mWrapPointer = true;
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        //now remove all mouse events using the old setting from the queue
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        SDL_PumpEvents();
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        SDL_FlushEvent(SDL_MOUSEMOTION);
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    }
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    /// \brief Internal method for ignoring relative motions as a side effect
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    ///        of warpMouse()
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    bool InputWrapper::_handleWarpMotion(const SDL_MouseMotionEvent& evt)
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    {
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        if(!mWarpCompensate)
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            return false;
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        //this was a warp event, signal the caller to eat it.
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        if(evt.x == mWarpX && evt.y == mWarpY)
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        {
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            mWarpCompensate = false;
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            return true;
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        }
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        return false;
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    }
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    /// \brief Wrap the mouse to the viewport
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    void InputWrapper::_wrapMousePointer(const SDL_MouseMotionEvent& evt)
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    {
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        //don't wrap if we don't want relative movements, support relative
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        //movements natively, or aren't grabbing anyways
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        if(!mMouseRelative || !mWrapPointer || !mGrabPointer)
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            return;
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        int width = 0;
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        int height = 0;
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        SDL_GetWindowSize(mSDLWindow, &width, &height);
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        const int FUDGE_FACTOR_X = width/4;
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        const int FUDGE_FACTOR_Y = height/4;
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        //warp the mouse if it's about to go outside the window
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        if(evt.x - FUDGE_FACTOR_X < 0  || evt.x + FUDGE_FACTOR_X > width
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                || evt.y - FUDGE_FACTOR_Y < 0 || evt.y + FUDGE_FACTOR_Y > height)
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        {
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            warpMouse(width / 2, height / 2);
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        }
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    }
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    /// \brief Package mouse and mousewheel motions into a single event
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    MouseMotionEvent InputWrapper::_packageMouseMotion(const SDL_Event &evt)
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    {
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        MouseMotionEvent pack_evt = {};
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        pack_evt.x = mMouseX;
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        pack_evt.y = mMouseY;
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        pack_evt.z = mMouseZ;
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        if(evt.type == SDL_MOUSEMOTION)
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        {
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            pack_evt.x = mMouseX = evt.motion.x;
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            pack_evt.y = mMouseY = evt.motion.y;
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            pack_evt.xrel = evt.motion.xrel;
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            pack_evt.yrel = evt.motion.yrel;
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            pack_evt.type = SDL_MOUSEMOTION;
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            if (mFirstMouseMove)
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            {
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                // first event should be treated as non-relative, since there's no point of reference
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                // SDL then (incorrectly) uses (0,0) as point of reference, on Linux at least...
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                pack_evt.xrel = pack_evt.yrel = 0;
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                mFirstMouseMove = false;
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            }
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        }
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        else if(evt.type == SDL_MOUSEWHEEL)
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        {
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            mMouseZ += pack_evt.zrel = (evt.wheel.y * 120);
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            pack_evt.z = mMouseZ;
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            pack_evt.type = SDL_MOUSEWHEEL;
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        }
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        else
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        {
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            throw std::runtime_error("Tried to package non-motion event!");
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        }
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        return pack_evt;
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    }
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}
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