refactor: refactor KBM input code
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@@ -1,5 +1,15 @@
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#pragma once
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#ifdef _WINDOWS64
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struct SavedInventoryCursorPos
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{
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float x;
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float y;
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bool hasSavedPos;
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};
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extern SavedInventoryCursorPos g_savedInventoryCursorPos;
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#endif
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// Uncomment to enable tap input detection to jump 1 slot. Doesn't work particularly well yet, and I feel the system does not need it.
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// Would probably be required if we decide to slow down the pointer movement.
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// 4J Stu - There was a request to be able to navigate the scenes with the dpad, so I have used much of the TAP_DETECTION
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@@ -265,4 +275,6 @@ protected:
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public:
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virtual int getPad() = 0;
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virtual int getMovieWidth() = 0;
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virtual int getMovieHeight() = 0;
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};
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