minor update making code more compact.
[freeglut] / src / mswin / fg_spaceball_mswin.c
index 901954d..ba2ccf0 100644 (file)
@@ -148,7 +148,7 @@ void fgSpaceballHandleWinEvent(HWND hwnd, WPARAM wParam, LPARAM lParam)
                // X goes right, Y goes up and Z goes towards viewer, e.g.
                // the one used in OpenGL
                if (pRawInput->data.hid.bRawData[0] == 
-                       SPNAV_EVENT_MOTION_TRANSLATION)//0x01)
+                       SPNAV_EVENT_MOTION_TRANSLATION)
                { // Translation vector
                        short* pnData = (short*)(&pRawInput->data.hid.bRawData[1]);
                        short X =  pnData[0];
@@ -157,7 +157,7 @@ void fgSpaceballHandleWinEvent(HWND hwnd, WPARAM wParam, LPARAM lParam)
                        INVOKE_WCB(*window, SpaceMotion, (X, Y, Z));
                }
                else if (pRawInput->data.hid.bRawData[0] == 
-                               SPNAV_EVENT_MOTION_ROTATION)//0x02)
+                               SPNAV_EVENT_MOTION_ROTATION)
                { // Axis aligned rotation vector
                        short* pnData = (short*)(&pRawInput->data.hid.bRawData[1]);
                        short rX =  pnData[0];
@@ -166,7 +166,7 @@ void fgSpaceballHandleWinEvent(HWND hwnd, WPARAM wParam, LPARAM lParam)
                        INVOKE_WCB(*window, SpaceRotation, (rX, rY, rZ));
                }
                else if (pRawInput->data.hid.bRawData[0] == 
-                                SPNAV_EVENT_BUTTON)//0x03)
+                                SPNAV_EVENT_BUTTON)
                { // State of the keys
                        unsigned long dwKeystate = *(unsigned long*)(&pRawInput->data.hid.bRawData[1]);
                        unsigned int state = GLUT_UP;