mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
765 lines
18 KiB
C++
765 lines
18 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#include "keys.h"
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#include "cdll_engine_int.h"
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#include "cmd.h"
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#include "toolframework/itoolframework.h"
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#include "toolframework/itoolsystem.h"
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#include "tier1/utlbuffer.h"
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#include "vgui_baseui_interface.h"
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#include "tier2/tier2.h"
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#include "inputsystem/iinputsystem.h"
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#include "cheatcodes.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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enum KeyUpTarget_t
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{
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KEY_UP_ANYTARGET = 0,
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KEY_UP_ENGINE,
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KEY_UP_VGUI,
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KEY_UP_TOOLS,
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KEY_UP_CLIENT,
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};
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struct KeyInfo_t
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{
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char *m_pKeyBinding;
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unsigned char m_nKeyUpTarget : 3; // see KeyUpTarget_t
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unsigned char m_bKeyDown : 1;
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};
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//-----------------------------------------------------------------------------
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// Current keypress state
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//-----------------------------------------------------------------------------
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static KeyInfo_t s_pKeyInfo[BUTTON_CODE_LAST];
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//-----------------------------------------------------------------------------
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// Trap mode is used by the keybinding UI
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//-----------------------------------------------------------------------------
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static bool s_bTrapMode = false;
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static bool s_bDoneTrapping = false;
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static ButtonCode_t s_nTrapKeyUp = BUTTON_CODE_INVALID;
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static ButtonCode_t s_nTrapKey = BUTTON_CODE_INVALID;
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//-----------------------------------------------------------------------------
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// Can keys be passed to various targets?
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//-----------------------------------------------------------------------------
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static inline bool ShouldPassKeyUpToTarget( ButtonCode_t code, KeyUpTarget_t target )
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{
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return ( s_pKeyInfo[code].m_nKeyUpTarget == target ) || ( s_pKeyInfo[code].m_nKeyUpTarget == KEY_UP_ANYTARGET );
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}
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/*
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===================
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Key_SetBinding
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===================
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*/
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void Key_SetBinding( ButtonCode_t keynum, const char *pBinding )
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{
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char *pNewBinding;
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int l;
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if ( keynum == BUTTON_CODE_INVALID )
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return;
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// free old bindings
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if ( s_pKeyInfo[keynum].m_pKeyBinding )
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{
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// Exactly the same, don't re-bind and fragment memory
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if ( !Q_strcmp( s_pKeyInfo[keynum].m_pKeyBinding, pBinding ) )
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return;
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delete[] s_pKeyInfo[keynum].m_pKeyBinding;
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s_pKeyInfo[keynum].m_pKeyBinding = NULL;
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}
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// allocate memory for new binding
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l = Q_strlen( pBinding );
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pNewBinding = (char *)new char[ l+1 ];
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Q_strncpy( pNewBinding, pBinding, l + 1 );
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pNewBinding[l] = 0;
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s_pKeyInfo[keynum].m_pKeyBinding = pNewBinding;
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}
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/*
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===================
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Key_Unbind_f
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===================
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*/
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CON_COMMAND_F( unbind, "Unbind a key.", FCVAR_DONTRECORD )
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{
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ButtonCode_t b;
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if ( args.ArgC() != 2 )
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{
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ConMsg( "unbind <key> : remove commands from a key\n" );
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return;
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}
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b = g_pInputSystem->StringToButtonCode( args[1] );
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if ( b == BUTTON_CODE_INVALID )
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{
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ConMsg( "\"%s\" isn't a valid key\n", args[1] );
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return;
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}
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if ( b == KEY_ESCAPE )
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{
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ConMsg( "Can't unbind ESCAPE key\n" );
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return;
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}
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Key_SetBinding( b, "" );
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}
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CON_COMMAND_F( unbind_mac, "Unbind a key on the Mac only.", FCVAR_DONTRECORD )
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{
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if ( IsOSX() )
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{
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ButtonCode_t b;
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if ( args.ArgC() != 2 )
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{
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ConMsg( "unbind <key> : remove commands from a key\n" );
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return;
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}
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b = g_pInputSystem->StringToButtonCode( args[1] );
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if ( b == BUTTON_CODE_INVALID )
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{
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ConMsg( "\"%s\" isn't a valid key\n", args[1] );
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return;
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}
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if ( b == KEY_ESCAPE )
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{
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ConMsg( "Can't unbind ESCAPE key\n" );
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return;
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}
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Key_SetBinding( b, "" );
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}
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}
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CON_COMMAND_F( unbindall, "Unbind all keys.", FCVAR_DONTRECORD )
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{
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int i;
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for ( i=0; i<BUTTON_CODE_LAST; i++ )
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{
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if ( !s_pKeyInfo[i].m_pKeyBinding )
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continue;
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// Don't ever unbind escape or console key
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if ( i == KEY_ESCAPE )
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continue;
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if ( i == KEY_BACKQUOTE )
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continue;
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Key_SetBinding( (ButtonCode_t)i, "" );
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}
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}
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#ifndef SWDS
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CON_COMMAND_F( escape, "Escape key pressed.", FCVAR_CLIENTCMD_CAN_EXECUTE )
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{
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EngineVGui()->HideGameUI();
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}
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#endif
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/*
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===================
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Key_Bind_f
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===================
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*/
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void BindKey( const char *pchBind, bool bShow, const char *pchCmd )
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{
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if ( !g_pInputSystem )
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return;
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ButtonCode_t b = g_pInputSystem->StringToButtonCode( pchBind );
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if ( b == BUTTON_CODE_INVALID )
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{
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ConMsg( "\"%s\" isn't a valid key\n", pchBind );
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return;
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}
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if ( bShow )
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{
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if (s_pKeyInfo[b].m_pKeyBinding)
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{
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ConMsg( "\"%s\" = \"%s\"\n", pchBind, s_pKeyInfo[b].m_pKeyBinding );
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}
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else
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{
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ConMsg( "\"%s\" is not bound\n", pchBind );
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}
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return;
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}
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if ( b == KEY_ESCAPE )
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{
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pchCmd = "cancelselect";
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}
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Key_SetBinding( b, pchCmd );
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}
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CON_COMMAND_F( bind, "Bind a key.", FCVAR_DONTRECORD )
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{
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int i, c;
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char cmd[1024];
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c = args.ArgC();
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if ( c != 2 && c != 3 )
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{
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ConMsg( "bind <key> [command] : attach a command to a key\n" );
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return;
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}
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// copy the rest of the command line
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cmd[0] = 0; // start out with a null string
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for ( i=2 ; i< c ; i++ )
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{
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if (i > 2)
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{
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Q_strncat( cmd, " ", sizeof( cmd ), COPY_ALL_CHARACTERS );
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}
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Q_strncat( cmd, args[i], sizeof( cmd ), COPY_ALL_CHARACTERS );
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}
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BindKey( args[1], c == 2, cmd );
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}
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CON_COMMAND_F( bind_mac, "Bind this key but only on Mac, not win32", FCVAR_DONTRECORD )
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{
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if ( IsOSX() )
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{
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int i, c;
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char cmd[1024];
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c = args.ArgC();
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if ( c != 2 && c != 3 )
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{
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ConMsg( "bind <key> [command] : attach a command to a key\n" );
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return;
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}
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// copy the rest of the command line
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cmd[0] = 0; // start out with a null string
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for ( i=2 ; i< c ; i++ )
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{
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if (i > 2)
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{
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Q_strncat( cmd, " ", sizeof( cmd ), COPY_ALL_CHARACTERS );
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}
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Q_strncat( cmd, args[i], sizeof( cmd ), COPY_ALL_CHARACTERS );
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}
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BindKey( args[1], c == 2, cmd );
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}
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}
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/*
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============
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Key_CountBindings
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Count number of lines of bindings we'll be writing
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============
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*/
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int Key_CountBindings( void )
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{
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int i;
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int c = 0;
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for ( i = 0; i < BUTTON_CODE_LAST; i++ )
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{
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if ( !s_pKeyInfo[i].m_pKeyBinding || !s_pKeyInfo[i].m_pKeyBinding[0] )
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continue;
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c++;
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}
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return c;
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}
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/*
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============
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Key_WriteBindings
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Writes lines containing "bind key value"
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============
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*/
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void Key_WriteBindings( CUtlBuffer &buf )
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{
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int i;
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for ( i = 0 ; i < BUTTON_CODE_LAST ; i++ )
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{
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if ( !s_pKeyInfo[i].m_pKeyBinding || !s_pKeyInfo[i].m_pKeyBinding[0] )
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continue;
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buf.Printf( "bind \"%s\" \"%s\"\n", g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i ), s_pKeyInfo[i].m_pKeyBinding );
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}
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}
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/*
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============
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Key_NameForBinding
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Returns the keyname to which a binding string is bound. E.g., if
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TAB is bound to +use then searching for +use will return "TAB"
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============
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*/
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const char *Key_NameForBinding( const char *pBinding )
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{
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int i;
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const char *pBind = pBinding;
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if ( pBinding[0] == '+' )
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{
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++pBind;
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}
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for (i=0 ; i<BUTTON_CODE_LAST ; i++)
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{
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if (s_pKeyInfo[i].m_pKeyBinding)
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{
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if (*s_pKeyInfo[i].m_pKeyBinding)
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{
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if ( s_pKeyInfo[i].m_pKeyBinding[0] == '+' )
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{
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if ( !Q_strcasecmp( s_pKeyInfo[i].m_pKeyBinding+1, (char *)pBind ) )
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return g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i );
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}
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else
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{
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if ( !Q_strcasecmp( s_pKeyInfo[i].m_pKeyBinding, (char *)pBind ) )
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return g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i );
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}
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}
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}
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}
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// Xbox 360 controller: Handle the dual bindings for duck and zoom
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if ( !Q_stricmp( "duck", pBind ) )
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return Key_NameForBinding( "toggle_duck" );
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if ( !Q_stricmp( "zoom", pBind ) )
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return Key_NameForBinding( "toggle_zoom" );
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return NULL;
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}
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/*
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============
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Key_NameForBinding
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Returns the keyname to which a binding string is bound. E.g., if
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TAB is bound to +use then searching for +use will return "TAB"
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Does not perform "helpful" removal of '+' character from bindings.
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============
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*/
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const char *Key_NameForBindingExact( const char *pBinding )
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{
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int i;
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for (i=0 ; i<BUTTON_CODE_LAST ; i++)
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{
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if (s_pKeyInfo[i].m_pKeyBinding)
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{
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if (*s_pKeyInfo[i].m_pKeyBinding)
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{
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if ( !Q_strcasecmp( s_pKeyInfo[i].m_pKeyBinding, pBinding ) )
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return g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i );
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}
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}
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}
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return NULL;
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}
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const char *Key_BindingForKey( ButtonCode_t code )
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{
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if ( code < 0 || code > BUTTON_CODE_LAST )
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return NULL;
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if ( !s_pKeyInfo[ code ].m_pKeyBinding )
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return NULL;
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return s_pKeyInfo[ code ].m_pKeyBinding;
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}
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CON_COMMAND( key_listboundkeys, "List bound keys with bindings." )
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{
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int i;
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for (i=0 ; i<BUTTON_CODE_LAST ; i++)
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{
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const char *pBinding = Key_BindingForKey( (ButtonCode_t)i );
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if ( !pBinding || !pBinding[0] )
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continue;
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ConMsg( "\"%s\" = \"%s\"\n", g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i ), pBinding );
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}
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}
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CON_COMMAND( key_findbinding, "Find key bound to specified command string." )
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{
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if ( args.ArgC() != 2 )
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{
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ConMsg( "usage: key_findbinding substring\n" );
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return;
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}
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const char *substring = args[1];
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if ( !substring || !substring[ 0 ] )
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{
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ConMsg( "usage: key_findbinding substring\n" );
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return;
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}
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int i;
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for (i=0 ; i<BUTTON_CODE_LAST ; i++)
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{
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const char *pBinding = Key_BindingForKey( (ButtonCode_t)i );
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if ( !pBinding || !pBinding[0] )
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continue;
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if ( Q_strstr( pBinding, substring ) )
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{
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ConMsg( "\"%s\" = \"%s\"\n",
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g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i ), pBinding );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Initialization, shutdown
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//-----------------------------------------------------------------------------
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void Key_Init (void)
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{
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ReadCheatCommandsFromFile( "scripts/cheatcodes.txt" );
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ReadCheatCommandsFromFile( "scripts/mod_cheatcodes.txt" );
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}
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void Key_Shutdown( void )
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{
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for ( int i = 0; i < ARRAYSIZE( s_pKeyInfo ); ++i )
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{
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delete[] s_pKeyInfo[ i ].m_pKeyBinding;
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s_pKeyInfo[ i ].m_pKeyBinding = NULL;
|
||
|
}
|
||
|
|
||
|
ClearCheatCommands();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Starts trap mode (used for keybinding UI)
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void Key_StartTrapMode( void )
|
||
|
{
|
||
|
if ( s_bTrapMode )
|
||
|
return;
|
||
|
|
||
|
Assert( !s_bDoneTrapping && s_nTrapKeyUp == BUTTON_CODE_INVALID );
|
||
|
|
||
|
s_bDoneTrapping = false;
|
||
|
s_bTrapMode = true;
|
||
|
s_nTrapKeyUp = BUTTON_CODE_INVALID;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// We're done trapping once the first key is hit
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool Key_CheckDoneTrapping( ButtonCode_t& code )
|
||
|
{
|
||
|
if ( s_bTrapMode )
|
||
|
return false;
|
||
|
|
||
|
if ( !s_bDoneTrapping )
|
||
|
return false;
|
||
|
|
||
|
code = s_nTrapKey;
|
||
|
s_nTrapKey = BUTTON_CODE_INVALID;
|
||
|
|
||
|
// Reset since we retrieved the results
|
||
|
s_bDoneTrapping = false;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
#ifndef SWDS
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Filter out trapped keys
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static bool FilterTrappedKey( ButtonCode_t code, bool bDown )
|
||
|
{
|
||
|
// After we've trapped a key, we want to capture the button up message for that key
|
||
|
if ( s_nTrapKeyUp == code && !bDown )
|
||
|
{
|
||
|
s_nTrapKeyUp = BUTTON_CODE_INVALID;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Only key down events are trapped
|
||
|
if ( s_bTrapMode && bDown )
|
||
|
{
|
||
|
s_nTrapKey = code;
|
||
|
s_bTrapMode = false;
|
||
|
s_bDoneTrapping = true;
|
||
|
s_nTrapKeyUp = code;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Lets tools have a whack at key events
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static bool HandleToolKey( const InputEvent_t &event )
|
||
|
{
|
||
|
IToolSystem *toolsys = toolframework->GetTopmostTool();
|
||
|
return toolsys && toolsys->TrapKey( (ButtonCode_t)event.m_nData, ( event.m_nType != IE_ButtonReleased ) );
|
||
|
}
|
||
|
|
||
|
#endif // !SWDS
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Lets vgui have a whack at key events
|
||
|
//-----------------------------------------------------------------------------
|
||
|
#ifndef SWDS
|
||
|
static bool HandleVGuiKey( const InputEvent_t &event )
|
||
|
{
|
||
|
bool bDown = event.m_nType != IE_ButtonReleased;
|
||
|
ButtonCode_t code = (ButtonCode_t)event.m_nData;
|
||
|
|
||
|
if ( bDown && IsX360() )
|
||
|
{
|
||
|
LogKeyPress( code );
|
||
|
CheckCheatCodes();
|
||
|
}
|
||
|
|
||
|
return EngineVGui()->Key_Event( event );
|
||
|
}
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Lets the client have a whack at key events
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
static bool HandleClientKey( const InputEvent_t &event )
|
||
|
{
|
||
|
bool bDown = event.m_nType != IE_ButtonReleased;
|
||
|
ButtonCode_t code = (ButtonCode_t)event.m_nData;
|
||
|
|
||
|
if ( g_ClientDLL && g_ClientDLL->IN_KeyEvent( bDown ? 1 : 0, code, s_pKeyInfo[ code ].m_pKeyBinding ) == 0 )
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Lets the engine have a whack at key events
|
||
|
//-----------------------------------------------------------------------------
|
||
|
#ifndef SWDS
|
||
|
static bool HandleEngineKey( const InputEvent_t &event )
|
||
|
{
|
||
|
bool bDown = event.m_nType != IE_ButtonReleased;
|
||
|
ButtonCode_t code = (ButtonCode_t)event.m_nData;
|
||
|
|
||
|
// Warn about unbound keys
|
||
|
if ( IsPC() && bDown )
|
||
|
{
|
||
|
if ( IsJoystickCode( code ) && !IsJoystickAxisCode( code ) && !IsSteamControllerCode( code ) && !s_pKeyInfo[code].m_pKeyBinding )
|
||
|
{
|
||
|
ConDMsg( "%s is unbound.\n", g_pInputSystem->ButtonCodeToString( code ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Allow the client to handle mouse wheel events while the game has focus, without having to bind keys.
|
||
|
#if !defined( SWDS )
|
||
|
if ( ( code == MOUSE_WHEEL_UP || code == MOUSE_WHEEL_DOWN ) && g_pClientReplay )
|
||
|
{
|
||
|
g_ClientDLL->IN_OnMouseWheeled( code == MOUSE_WHEEL_UP ? 1 : -1 );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// key up events only generate commands if the game key binding is
|
||
|
// a button command (leading + sign). These will occur even in console mode,
|
||
|
// to keep the character from continuing an action started before a console
|
||
|
// switch. Button commands include the kenum as a parameter, so multiple
|
||
|
// downs can be matched with ups
|
||
|
char *kb = s_pKeyInfo[ code ].m_pKeyBinding;
|
||
|
if ( !kb || !kb[0] )
|
||
|
return false;
|
||
|
|
||
|
char cmd[1024];
|
||
|
if ( !bDown )
|
||
|
{
|
||
|
if ( kb[0] == '+' )
|
||
|
{
|
||
|
Q_snprintf( cmd, sizeof( cmd ), "-%s %i\n", kb+1, code );
|
||
|
Cbuf_AddText( cmd );
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Send to the interpreter
|
||
|
if (kb[0] == '+')
|
||
|
{
|
||
|
// button commands add keynum as a parm
|
||
|
Q_snprintf( cmd, sizeof( cmd ), "%s %i\n", kb, code );
|
||
|
Cbuf_AddText( cmd );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Swallow console toggle if any modifier keys are down if it's bound to toggleconsole (the default)
|
||
|
if ( !Q_stricmp( kb, "toggleconsole" ) )
|
||
|
{
|
||
|
if ( s_pKeyInfo[KEY_LALT].m_bKeyDown || s_pKeyInfo[KEY_LSHIFT].m_bKeyDown || s_pKeyInfo[KEY_LCONTROL].m_bKeyDown ||
|
||
|
s_pKeyInfo[KEY_RALT].m_bKeyDown || s_pKeyInfo[KEY_RSHIFT].m_bKeyDown || s_pKeyInfo[KEY_RCONTROL].m_bKeyDown )
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
Cbuf_AddText( kb );
|
||
|
Cbuf_AddText( "\n" );
|
||
|
return true;
|
||
|
}
|
||
|
#endif // !SWDS
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Helper function to make sure key down/key up events go to the right places
|
||
|
//-----------------------------------------------------------------------------
|
||
|
#ifndef SWDS
|
||
|
typedef bool (*FilterKeyFunc_t)( const InputEvent_t &event );
|
||
|
|
||
|
static bool FilterKey( const InputEvent_t &event, KeyUpTarget_t target, FilterKeyFunc_t func )
|
||
|
{
|
||
|
bool bDown = event.m_nType != IE_ButtonReleased;
|
||
|
ButtonCode_t code = (ButtonCode_t)event.m_nData;
|
||
|
|
||
|
// Don't pass the key up to tools if some other system wants it
|
||
|
if ( !bDown && !ShouldPassKeyUpToTarget( code, target ) )
|
||
|
return false;
|
||
|
|
||
|
bool bFiltered = func( event );
|
||
|
|
||
|
// If we filtered it, then we need to get the key up event
|
||
|
if ( bDown )
|
||
|
{
|
||
|
if ( bFiltered )
|
||
|
{
|
||
|
Assert( s_pKeyInfo[code].m_nKeyUpTarget == KEY_UP_ANYTARGET );
|
||
|
s_pKeyInfo[code].m_nKeyUpTarget = target;
|
||
|
}
|
||
|
}
|
||
|
else // Up case
|
||
|
{
|
||
|
if ( s_pKeyInfo[code].m_nKeyUpTarget == target )
|
||
|
{
|
||
|
s_pKeyInfo[code].m_nKeyUpTarget = KEY_UP_ANYTARGET;
|
||
|
bFiltered = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// NOTE: It is illegal to trap up key events. The system will do it for us
|
||
|
Assert( !bFiltered );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return bFiltered;
|
||
|
}
|
||
|
#endif // !SWDS
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Called by the system between frames for both key up and key down events
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void Key_Event( const InputEvent_t &event )
|
||
|
{
|
||
|
#ifdef SWDS
|
||
|
return;
|
||
|
#else
|
||
|
ASSERT_NO_REENTRY();
|
||
|
|
||
|
bool bDown = event.m_nType != IE_ButtonReleased;
|
||
|
ButtonCode_t code = (ButtonCode_t)event.m_nData;
|
||
|
|
||
|
#ifdef LINUX
|
||
|
// We're getting some crashes referencing s_pKeyInfo[ code ]. Let's try to
|
||
|
// hard error here and see if we can get code and type at http://minidump.
|
||
|
if ( code < 0 || code >= ARRAYSIZE( s_pKeyInfo ) )
|
||
|
{
|
||
|
Error( "Key_Event: invalid code! type:%d code:%d\n", event.m_nType, code );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// Don't handle key ups if the key's already up.
|
||
|
// NOTE: This should already be taken care of by the input system
|
||
|
Assert( s_pKeyInfo[code].m_bKeyDown != bDown );
|
||
|
if ( s_pKeyInfo[code].m_bKeyDown == bDown )
|
||
|
return;
|
||
|
|
||
|
s_pKeyInfo[code].m_bKeyDown = bDown;
|
||
|
|
||
|
// Deal with trapped keys
|
||
|
if ( FilterTrappedKey( code, bDown ) )
|
||
|
return;
|
||
|
|
||
|
// Keep vgui's notion of which keys are down up-to-date regardless of filtering
|
||
|
// Necessary because vgui has multiple input contexts, so vgui can't directly
|
||
|
// ask the input system for this information.
|
||
|
EngineVGui()->UpdateButtonState( event );
|
||
|
|
||
|
// Let tools have a whack at keys
|
||
|
if ( FilterKey( event, KEY_UP_TOOLS, HandleToolKey ) )
|
||
|
return;
|
||
|
|
||
|
// Let vgui have a whack at keys
|
||
|
if ( FilterKey( event, KEY_UP_VGUI, HandleVGuiKey ) )
|
||
|
return;
|
||
|
|
||
|
// Let the client have a whack at keys
|
||
|
if ( FilterKey( event, KEY_UP_CLIENT, HandleClientKey ) )
|
||
|
return;
|
||
|
|
||
|
// Finally, let the engine deal. Here's where keybindings occur.
|
||
|
FilterKey( event, KEY_UP_ENGINE, HandleEngineKey );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|