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@ -142,6 +142,12 @@ type
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function ps4_scePadReadState(handle:Integer;data:PScePadData):Integer; SysV_ABI_CDecl;
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var
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mPoint:TPoint;
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function GetAsyncKeyState(vKey:longint):Boolean; inline;
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begin
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Result:=(Windows.GetKeyState(vKey) and $8000)<>0;
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end;
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begin
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Result:=SCE_PAD_ERROR_INVALID_ARG;
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if (data=nil) then Exit;
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@ -171,81 +177,81 @@ begin
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//
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if GetAsyncKeyState(VK_W)<>0 then
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if GetAsyncKeyState(VK_W) then
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data^.leftStick.y:=0;
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if GetAsyncKeyState(VK_S)<>0 then
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if GetAsyncKeyState(VK_S) then
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data^.leftStick.y:=$FF;
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if GetAsyncKeyState(VK_A)<>0 then
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if GetAsyncKeyState(VK_A) then
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data^.leftStick.x:=0;
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if GetAsyncKeyState(VK_D)<>0 then
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if GetAsyncKeyState(VK_D) then
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data^.leftStick.x:=$FF;
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//
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if GetAsyncKeyState(VK_I)<>0 then
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if GetAsyncKeyState(VK_I) then
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data^.rightStick.y:=0;
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if GetAsyncKeyState(VK_K)<>0 then
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if GetAsyncKeyState(VK_K) then
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data^.rightStick.y:=$FF;
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if GetAsyncKeyState(VK_J)<>0 then
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if GetAsyncKeyState(VK_J) then
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data^.rightStick.x:=0;
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if GetAsyncKeyState(VK_L)<>0 then
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if GetAsyncKeyState(VK_L) then
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data^.rightStick.x:=$FF;
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//
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if GetAsyncKeyState(VK_LBUTTON)<>0 then
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if GetAsyncKeyState(VK_LBUTTON) then
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data^.buttons:=data^.buttons or SCE_PAD_BUTTON_TOUCH_PAD;
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if GetAsyncKeyState(VK_RETURN)<>0 then
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if GetAsyncKeyState(VK_RETURN) then
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data^.buttons:=data^.buttons or SCE_PAD_BUTTON_OPTIONS;
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if GetAsyncKeyState(VK_UP)<>0 then
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if GetAsyncKeyState(VK_UP) then
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data^.buttons:=data^.buttons or SCE_PAD_BUTTON_UP;
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if GetAsyncKeyState(VK_RIGHT)<>0 then
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if GetAsyncKeyState(VK_RIGHT) then
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data^.buttons:=data^.buttons or SCE_PAD_BUTTON_RIGHT;
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if GetAsyncKeyState(VK_DOWN)<>0 then
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if GetAsyncKeyState(VK_DOWN) then
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data^.buttons:=data^.buttons or SCE_PAD_BUTTON_DOWN;
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if GetAsyncKeyState(VK_LEFT)<>0 then
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if GetAsyncKeyState(VK_LEFT) then
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data^.buttons:=data^.buttons or SCE_PAD_BUTTON_LEFT;
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if GetAsyncKeyState(VK_NUMPAD8)<>0 then
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if GetAsyncKeyState(VK_NUMPAD8) then
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data^.buttons:=data^.buttons or SCE_PAD_BUTTON_TRIANGLE;
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if GetAsyncKeyState(VK_NUMPAD6)<>0 then
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if GetAsyncKeyState(VK_NUMPAD6) then
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data^.buttons:=data^.buttons or SCE_PAD_BUTTON_CIRCLE;
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if GetAsyncKeyState(VK_NUMPAD2)<>0 then
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if GetAsyncKeyState(VK_NUMPAD2) then
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data^.buttons:=data^.buttons or SCE_PAD_BUTTON_CROSS;
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if GetAsyncKeyState(VK_NUMPAD4)<>0 then
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if GetAsyncKeyState(VK_NUMPAD4) then
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data^.buttons:=data^.buttons or SCE_PAD_BUTTON_SQUARE;
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if GetAsyncKeyState(VK_Q)<>0 then
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if GetAsyncKeyState(VK_Q) then
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data^.buttons:=data^.buttons or SCE_PAD_BUTTON_L1;
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if GetAsyncKeyState(VK_TAB)<>0 then
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if GetAsyncKeyState(VK_TAB) then
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data^.buttons:=data^.buttons or SCE_PAD_BUTTON_L2;
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if GetAsyncKeyState(VK_Z)<>0 then
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if GetAsyncKeyState(VK_Z) then
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data^.buttons:=data^.buttons or SCE_PAD_BUTTON_L3;
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if GetAsyncKeyState(VK_E)<>0 then
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if GetAsyncKeyState(VK_E) then
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data^.buttons:=data^.buttons or SCE_PAD_BUTTON_R1;
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if GetAsyncKeyState(VK_R)<>0 then
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if GetAsyncKeyState(VK_R) then
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data^.buttons:=data^.buttons or SCE_PAD_BUTTON_R2;
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if GetAsyncKeyState(VK_C)<>0 then
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if GetAsyncKeyState(VK_C) then
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data^.buttons:=data^.buttons or SCE_PAD_BUTTON_R3;
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@ -10,8 +10,6 @@ uses
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vMemory;
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type
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AVkSparseMemoryBind=array of TVkSparseMemoryBind;
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TvBuffer=class
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FHandle:TVkBuffer;
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FSize:TVkDeviceSize;
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