408 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			408 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*  Grafx2 - The Ultimate 256-color bitmap paint program
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    Copyright 2007 Adrien Destugues
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    Copyright 1996-2001 Sunset Design (Guillaume Dorme & Karl Maritaud)
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    Grafx2 is free software; you can redistribute it and/or
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    modify it under the terms of the GNU General Public License
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    as published by the Free Software Foundation; version 2
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    of the License.
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    Grafx2 is distributed in the hope that it will be useful,
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    but WITHOUT ANY WARRANTY; without even the implied warranty of
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    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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    GNU General Public License for more details.
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    You should have received a copy of the GNU General Public License
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    along with Grafx2; if not, see <http://www.gnu.org/licenses/> or
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    write to the Free Software Foundation, Inc.,
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    59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
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*/
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#include <SDL.h>
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#include "global.h"
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#include "clavier.h"
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#include "graph.h"
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#include "sdlscreen.h"
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#include "windows.h"
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#include "erreurs.h"
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void Handle_Window_Resize(SDL_Event* event);
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void Handle_Window_Exit(SDL_Event* event);
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// Called each time there is a cursor move, either triggered by mouse or keyboard shortcuts
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int Move_cursor_with_constraints()
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{
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  //Gestion "avancée" du curseur: interdire la descente du curseur dans le
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  //menu lorsqu'on est en train de travailler dans l'image
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  if (Operation_Taille_pile != 0)
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  {
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        byte bl=0;//BL va indiquer si on doit corriger la position du curseur
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        //Si le curseur ne se trouve plus dans l'image
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        if(Menu_Ordonnee<=INPUT_Nouveau_Mouse_Y)
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        {
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            //On bloque le curseur en fin d'image
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            bl++;
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            INPUT_Nouveau_Mouse_Y=Menu_Ordonnee-1; //La ligne !!au-dessus!! du menu
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        }
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        if(Loupe_Mode)
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        {
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            if(Operation_dans_loupe==0)
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            {
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                if(INPUT_Nouveau_Mouse_X>=Principal_Split)
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                {
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                    bl++;
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                    INPUT_Nouveau_Mouse_X=Principal_Split-1;
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                }
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            }
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            else
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            {
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                if(INPUT_Nouveau_Mouse_X<Principal_X_Zoom)
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                {
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                    bl++;
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                    INPUT_Nouveau_Mouse_X=Principal_X_Zoom;
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                }
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            }
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        }
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        if (bl)
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        {
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            SDL_WarpMouse(
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                    INPUT_Nouveau_Mouse_X*Pixel_width,
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                    INPUT_Nouveau_Mouse_Y*Pixel_height
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                    );
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        }
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  }
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  if (
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          (INPUT_Nouveau_Mouse_X != Mouse_X) ||
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          (INPUT_Nouveau_Mouse_Y != Mouse_Y) ||
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          (INPUT_Nouveau_Mouse_K != Mouse_K)
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     )
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  {
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      Forcer_affichage_curseur=0;
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      Effacer_curseur(); // On efface le curseur AVANT de le déplacer...
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      Mouse_X=INPUT_Nouveau_Mouse_X;
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      Mouse_Y=INPUT_Nouveau_Mouse_Y;
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      Mouse_K=INPUT_Nouveau_Mouse_K;
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      Calculer_coordonnees_pinceau();
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      Afficher_curseur();
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      return 1;
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  }
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  else
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    return 0;
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}
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// Fonction qui filtre les evenements génériques.
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void Gere_Evenement_SDL(SDL_Event * event)
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{
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    // Redimensionnement fenetre
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    if (event->type == SDL_VIDEORESIZE )
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    {
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        Handle_Window_Resize(event);
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    }
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    // Fermeture
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    if (event->type == SDL_QUIT )
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    {
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        Handle_Window_Exit(event);
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    }
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}
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// WM events management
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void Handle_Window_Resize(SDL_Event* event)
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{
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    Resize_Largeur = event->resize.w;
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    Resize_Hauteur = event->resize.h;
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}
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void Handle_Window_Exit(SDL_Event* event)
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{
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    Quit_demande = 1;
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}
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// Mouse events management
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int Handle_Mouse_Move(SDL_Event* event)
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{
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    INPUT_Nouveau_Mouse_X = event->motion.x/Pixel_width;
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    INPUT_Nouveau_Mouse_Y = event->motion.y/Pixel_height;
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    if(Move_cursor_with_constraints()) return 0;
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    return 1;
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}
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void Handle_Mouse_Click(SDL_Event* event)
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{
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    switch(event->button.button)
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    {
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        case SDL_BUTTON_LEFT:
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            INPUT_Nouveau_Mouse_K |= 1;
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            break;
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        case SDL_BUTTON_MIDDLE:
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            INPUT_Nouveau_Mouse_K |= 4;
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            break;
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        case SDL_BUTTON_RIGHT:
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            INPUT_Nouveau_Mouse_K |= 2;
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            break;
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        default:
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            DEBUG("Unknown mouse button!",0);
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            return;
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    }
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    Move_cursor_with_constraints();
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}
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void Handle_Mouse_Release(SDL_Event* event)
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{
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    switch(event->button.button)
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    {
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        case SDL_BUTTON_LEFT:
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            INPUT_Nouveau_Mouse_K &= ~1;
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            break;
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        case SDL_BUTTON_MIDDLE:
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            INPUT_Nouveau_Mouse_K &= ~4;
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            break;
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        case SDL_BUTTON_RIGHT:
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            INPUT_Nouveau_Mouse_K &= ~2;
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            break;
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        default:
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            DEBUG("Unknown mouse button!",0);
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            return;
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    }
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    Move_cursor_with_constraints();
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}
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// Keyboard management
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int Handle_Key_Press(SDL_Event* event)
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{
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    //Appui sur une touche du clavier
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    Touche = Conversion_Touche(event->key.keysym);
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    Touche_ANSI = Conversion_ANSI(event->key.keysym);
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    // Instead of all this mess, send back a mouse event !
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    if(Touche == Config_Touche[0])
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    {
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        //[Touche] = Emulation de MOUSE UP
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        //si on est déjà en haut on peut plus bouger
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        if(INPUT_Nouveau_Mouse_Y!=0)
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        {
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            if(Loupe_Mode && INPUT_Nouveau_Mouse_Y < Menu_Ordonnee && INPUT_Nouveau_Mouse_X > Principal_Split)
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                INPUT_Nouveau_Mouse_Y=INPUT_Nouveau_Mouse_Y<Loupe_Facteur?0:INPUT_Nouveau_Mouse_Y-Loupe_Facteur;
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            else
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                INPUT_Nouveau_Mouse_Y--;
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            if(Move_cursor_with_constraints()) return 0;
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            return 1;
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        }
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    }
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    else if(Touche == Config_Touche[1])
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    {
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        //[Touche] = Emulation de MOUSE DOWN
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        if(INPUT_Nouveau_Mouse_Y<Hauteur_ecran-1)
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        {
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            if(Loupe_Mode && INPUT_Nouveau_Mouse_Y < Menu_Ordonnee && INPUT_Nouveau_Mouse_X > Principal_Split)
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            {
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                INPUT_Nouveau_Mouse_Y+=Loupe_Facteur;
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                if (INPUT_Nouveau_Mouse_Y>=Hauteur_ecran)
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                    INPUT_Nouveau_Mouse_Y=Hauteur_ecran-1;
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            }
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            else
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                INPUT_Nouveau_Mouse_Y++;
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            if(Move_cursor_with_constraints()) return 0;
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            return 1;
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        }
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    }
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    else if(Touche == Config_Touche[2])
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    {
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        //[Touche] = Emulation de MOUSE LEFT
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        if(INPUT_Nouveau_Mouse_X!=0)
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        {
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            if(Loupe_Mode && INPUT_Nouveau_Mouse_Y < Menu_Ordonnee && INPUT_Nouveau_Mouse_X > Principal_Split)
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                INPUT_Nouveau_Mouse_X-=Loupe_Facteur;
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            else
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                INPUT_Nouveau_Mouse_X--;
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            if(Move_cursor_with_constraints()) return 0;
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            return 1;
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        }
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    }
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    else if(Touche == Config_Touche[3])
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    {
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        //[Touche] = Emulation de MOUSE RIGHT
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        if(INPUT_Nouveau_Mouse_X<Largeur_ecran-1)
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        {
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            if(Loupe_Mode && INPUT_Nouveau_Mouse_Y < Menu_Ordonnee && INPUT_Nouveau_Mouse_X > Principal_Split)
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            {
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                INPUT_Nouveau_Mouse_X+=Loupe_Facteur;
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                if (INPUT_Nouveau_Mouse_X>=Largeur_ecran)
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                    INPUT_Nouveau_Mouse_X=Largeur_ecran-1;
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            }
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            else
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                INPUT_Nouveau_Mouse_X++;
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            if(Move_cursor_with_constraints()) return 0;
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            return 1;
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        }
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    }
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    else if(Touche == Config_Touche[4])
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    {
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        //[Touche] = Emulation de MOUSE CLICK LEFT
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        INPUT_Nouveau_Mouse_K=1;
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        Move_cursor_with_constraints();
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        return 1;
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    }
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    else if(Touche == Config_Touche[5])
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    {
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        //[Touche] = Emulation de MOUSE CLICK RIGHT
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        INPUT_Nouveau_Mouse_K=2;
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        Move_cursor_with_constraints();
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        return 1;
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    }
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    if(Operation_Taille_pile!=0)
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    {
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        if (Touche != 0)
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        {
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            //Enfin, on inhibe les touches (sauf si c'est un changement de couleur
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            //ou de taille de pinceau lors d'une des operations suivantes:
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            //OPERATION_DESSIN_CONTINU, OPERATION_DESSIN_DISCONTINU, OPERATION_SPRAY)
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            if(Autoriser_changement_de_couleur_pendant_operation)
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            {
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                //A ce stade là, on sait qu'on est dans une des 3 opérations
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                //supportant le changement de couleur ou de taille de pinceau.
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                if(
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                        (Touche != Config_Touche[6]) &&
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                        (Touche != Config_Touche[7]) &&
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                        (Touche != Config_Touche[8]) &&
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                        (Touche != Config_Touche[9]) &&
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                        (Touche != Config_Touche[10]) &&
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                        (Touche != Config_Touche[11]) &&
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                        (Touche != Config_Touche[12]) &&
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                        (Touche != Config_Touche[13]) &&
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                        (Touche != Config_Touche[14]) &&
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                        (Touche != Config_Touche[15])
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                  )
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                {
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                    Touche=0;
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                }
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            }
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            else Touche = 0;
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        }
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    }
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    return 0;
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}
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void Handle_Key_Release(SDL_Event* event)
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{
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    int ToucheR = Conversion_Touche(event->key.keysym);
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    // Send back a mouse event instead. Or extract the code and put it in common.
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    if(ToucheR == Config_Touche[4])
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    {
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        INPUT_Nouveau_Mouse_K=0;
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        Move_cursor_with_constraints();
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    }
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    else if(ToucheR == Config_Touche[5])
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    {
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        //[Touche] = Emulation de MOUSE CLICK RIGHT
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        INPUT_Nouveau_Mouse_K=0;
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        Move_cursor_with_constraints();
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    }
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    Touche = 0;
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    Touche_ANSI=0;
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}
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// Joystick management
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void Handle_Joystick_Press(SDL_Event* event)
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{
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}
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void Handle_Joystick_Release(SDL_Event* event)
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{
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}
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// Main input handling function
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int Get_input(void)
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{
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    SDL_Event event;
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    int User_Feedback_Required = 0; // Flag qui indique si on doit arrêter de traiter les évènements ou si on peut enchainer
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    // Process as much events as possible without redrawing the screen.
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    // This mostly allows us to merge mouse events for people with an high
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    // resolution mouse
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    while( !User_Feedback_Required && SDL_PollEvent(&event))
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    {
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        switch(event.type)
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        {
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            case SDL_VIDEORESIZE:
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                Handle_Window_Resize(&event);
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                User_Feedback_Required = 1;
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                break;
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            case SDL_QUIT:
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                Handle_Window_Exit(&event);
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                User_Feedback_Required = 1;
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                break;
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            case SDL_MOUSEMOTION:
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                Handle_Mouse_Move(&event);
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                break;
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            case SDL_MOUSEBUTTONDOWN:
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                Handle_Mouse_Click(&event);
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                User_Feedback_Required = 1;
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                break;
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            case SDL_MOUSEBUTTONUP:
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                Handle_Mouse_Release(&event);
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                User_Feedback_Required = 1;
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                break;
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            case SDL_KEYDOWN:
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                Handle_Key_Press(&event);
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                User_Feedback_Required = 1;
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                break;
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            case SDL_KEYUP:
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                Handle_Key_Release(&event);
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                break;
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            case SDL_JOYBUTTONUP:
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                Handle_Joystick_Press(&event);
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                break;
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            case SDL_JOYBUTTONDOWN:
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                Handle_Joystick_Release(&event);
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                User_Feedback_Required = 1;
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                break;
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            default:
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                DEBUG("Unhandled SDL event !",0);
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                break;
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        }
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    }
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//    DEBUG("Exiting event loop",0);
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    // Vidage de toute mise à jour de l'affichage à l'écran qui serait encore en attente.
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    // (c'est fait ici car on est sur que cette fonction est apellée partout ou on a besoin d'interragir avec l'utilisateur)
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    Flush_update();
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    return User_Feedback_Required;
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}
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