minor update making code more compact.
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@ -1545,13 +1545,11 @@ LRESULT CALLBACK fgPlatformWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPAR
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#endif
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//Added by Jinrong Xie (stonexjr@gmail.com) 12/24/2014
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//for SpaceNavigator support on Windows.
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/*
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case WM_ACTIVATEAPP:
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fgInitialiseSpaceball();
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break;
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*/
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case WM_INPUT:
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if (fgHasSpaceball())
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{
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fgSpaceballHandleWinEvent(hWnd, wParam, lParam);
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}
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break;
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default:
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/* Handle unhandled messages */
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@ -148,7 +148,7 @@ void fgSpaceballHandleWinEvent(HWND hwnd, WPARAM wParam, LPARAM lParam)
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// X goes right, Y goes up and Z goes towards viewer, e.g.
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// the one used in OpenGL
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if (pRawInput->data.hid.bRawData[0] ==
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SPNAV_EVENT_MOTION_TRANSLATION)//0x01)
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SPNAV_EVENT_MOTION_TRANSLATION)
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{ // Translation vector
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short* pnData = (short*)(&pRawInput->data.hid.bRawData[1]);
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short X = pnData[0];
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@ -157,7 +157,7 @@ void fgSpaceballHandleWinEvent(HWND hwnd, WPARAM wParam, LPARAM lParam)
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INVOKE_WCB(*window, SpaceMotion, (X, Y, Z));
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}
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else if (pRawInput->data.hid.bRawData[0] ==
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SPNAV_EVENT_MOTION_ROTATION)//0x02)
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SPNAV_EVENT_MOTION_ROTATION)
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{ // Axis aligned rotation vector
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short* pnData = (short*)(&pRawInput->data.hid.bRawData[1]);
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short rX = pnData[0];
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@ -166,7 +166,7 @@ void fgSpaceballHandleWinEvent(HWND hwnd, WPARAM wParam, LPARAM lParam)
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INVOKE_WCB(*window, SpaceRotation, (rX, rY, rZ));
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}
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else if (pRawInput->data.hid.bRawData[0] ==
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SPNAV_EVENT_BUTTON)//0x03)
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SPNAV_EVENT_BUTTON)
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{ // State of the keys
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unsigned long dwKeystate = *(unsigned long*)(&pRawInput->data.hid.bRawData[1]);
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unsigned int state = GLUT_UP;
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