mirror of
https://github.com/FWGS/xash3d-fwgs
synced 2024-11-29 21:50:08 +01:00
Alibek Omarov
d56e53a347
* while we're here, fix some possible bugs * and fix -Wformat=2 s/__FUNCTION__/__func__/g awawawa
1208 lines
25 KiB
C
1208 lines
25 KiB
C
/*
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keys.c - console key events
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Copyright (C) 2007 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "common.h"
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#include "input.h"
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#include "client.h"
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#include "vgui_draw.h"
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#include "platform/platform.h"
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typedef struct
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{
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qboolean down;
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qboolean gamedown;
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int repeats; // if > 1, it is autorepeating
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const char *binding;
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} enginekey_t;
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typedef struct keyname_s
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{
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const char *name; // key name
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int keynum; // key number
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const char *binding; // default bind
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} keyname_t;
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enginekey_t keys[256];
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keyname_t keynames[] =
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{
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{"TAB", K_TAB, "" },
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{"ENTER", K_ENTER, "" },
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{"ESCAPE", K_ESCAPE, "escape" }, // hardcoded
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{"SPACE", K_SPACE, "+jump" },
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{"BACKSPACE", K_BACKSPACE, "" },
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{"UPARROW", K_UPARROW, "+forward" },
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{"DOWNARROW", K_DOWNARROW, "+back" },
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{"LEFTARROW", K_LEFTARROW, "+left" },
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{"RIGHTARROW", K_RIGHTARROW, "+right" },
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{"ALT", K_ALT, "+strafe" },
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{"CTRL", K_CTRL, "+attack" },
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{"SHIFT", K_SHIFT, "+speed" },
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{"CAPSLOCK", K_CAPSLOCK, "" },
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{"SCROLLOCK", K_SCROLLOCK, "" },
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{"F1", K_F1, "cmd help" },
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{"F2", K_F2, "menu_savegame" },
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{"F3", K_F3, "menu_loadgame" },
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{"F4", K_F4, "menu_controls" },
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{"F5", K_F5, "menu_creategame" },
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{"F6", K_F6, "savequick" },
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{"F7", K_F7, "loadquick" },
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{"F8", K_F8, "stop" },
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{"F9", K_F9, "" },
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{"F10", K_F10, "menu_main" },
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{"F11", K_F11, "" },
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{"F12", K_F12, "snapshot" },
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{"INS", K_INS, "" },
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{"DEL", K_DEL, "+lookdown" },
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{"PGDN", K_PGDN, "+lookup" },
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{"PGUP", K_PGUP, "" },
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{"HOME", K_HOME, "" },
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{"END", K_END, "centerview" },
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// mouse buttouns
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{"MOUSE1", K_MOUSE1, "+attack" },
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{"MOUSE2", K_MOUSE2, "+attack2" },
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{"MOUSE3", K_MOUSE3, "" },
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{"MOUSE4", K_MOUSE4, "" },
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{"MOUSE5", K_MOUSE5, "" },
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{"MWHEELUP", K_MWHEELUP, "" },
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{"MWHEELDOWN", K_MWHEELDOWN, "" },
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// digital keyboard
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{"KP_HOME", K_KP_HOME, "" },
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{"KP_UPARROW", K_KP_UPARROW, "+forward" },
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{"KP_PGUP", K_KP_PGUP, "" },
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{"KP_LEFTARROW", K_KP_LEFTARROW, "+left" },
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{"KP_5", K_KP_5, "" },
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{"KP_RIGHTARROW", K_KP_RIGHTARROW, "+right" },
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{"KP_END", K_KP_END, "centerview" },
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{"KP_DOWNARROW", K_KP_DOWNARROW, "+back" },
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{"KP_PGDN", K_KP_PGDN, "+lookup" },
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{"KP_ENTER", K_KP_ENTER, "" },
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{"KP_INS", K_KP_INS, "" },
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{"KP_DEL", K_KP_DEL, "+lookdown" },
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{"KP_SLASH", K_KP_SLASH, "" },
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{"KP_MINUS", K_KP_MINUS, "" },
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{"KP_PLUS", K_KP_PLUS, "" },
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{"PAUSE", K_PAUSE, "pause" },
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// Gamepad
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// A/B X/Y names match the Xbox controller layout
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{"A_BUTTON", K_A_BUTTON, "+jump"},
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{"B_BUTTON", K_B_BUTTON, "+use"},
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{"X_BUTTON", K_X_BUTTON, "+reload"},
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{"Y_BUTTON", K_Y_BUTTON, "impulse 100"}, // Flashlight
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{"BACK", K_BACK_BUTTON, "pause"}, // Menu
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{"MODE", K_MODE_BUTTON, ""},
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{"START", K_START_BUTTON, "escape"},
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{"STICK1", K_LSTICK, "+speed"},
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{"STICK2", K_RSTICK, "+duck"},
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{"L1_BUTTON", K_L1_BUTTON, "+duck"},
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{"R1_BUTTON", K_R1_BUTTON, "+attack"},
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{"DPAD_UP", K_DPAD_UP, "impulse 201"}, // Spray
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{"DPAD_DOWN", K_DPAD_DOWN, "lastinv"},
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{"DPAD_LEFT", K_DPAD_LEFT, "invprev"},
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{"DPAD_RIGHT", K_DPAD_RIGHT, "invnext"},
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{"L2_BUTTON", K_L2_BUTTON, "+speed"},
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{"R2_BUTTON", K_R2_BUTTON, "+attack2"},
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{"LTRIGGER" , K_JOY1 , "+speed"}, // L2 in SDL2
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{"RTRIGGER" , K_JOY2 , "+attack2"}, // R2 in SDL2
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{"JOY3" , K_JOY3 , ""},
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{"JOY4" , K_JOY4 , ""},
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{"C_BUTTON", K_C_BUTTON, ""},
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{"Z_BUTTON", K_Z_BUTTON, ""},
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{"MISC_BUTTON", K_MISC_BUTTON, ""},
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{"PADDLE1", K_PADDLE1_BUTTON, ""},
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{"PADDLE2", K_PADDLE2_BUTTON, ""},
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{"PADDLE3", K_PADDLE3_BUTTON, ""},
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{"PADDLE4", K_PADDLE4_BUTTON, ""},
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{"TOUCHPAD", K_TOUCHPAD, ""},
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{"AUX26", K_AUX26, ""}, // generic
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{"AUX27", K_AUX27, ""},
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{"AUX28", K_AUX28, ""},
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{"AUX29", K_AUX29, ""},
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{"AUX30", K_AUX30, ""},
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{"AUX31", K_AUX31, ""},
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{"AUX32", K_AUX32, ""},
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// raw semicolon seperates commands
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{"SEMICOLON", ';', "" },
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{NULL, 0, NULL },
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};
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static void OSK_EnableTextInput( qboolean enable, qboolean force );
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static qboolean OSK_KeyEvent( int key, int down );
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static CVAR_DEFINE_AUTO( osk_enable, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "enable built-in on-screen keyboard" );
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static CVAR_DEFINE_AUTO( key_rotate, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "rotate arrow keys (0-3)" );
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/*
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===================
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Key_IsDown
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===================
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*/
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int GAME_EXPORT Key_IsDown( int keynum )
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{
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if( keynum == -1 )
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return false;
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return keys[keynum].down;
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}
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/*
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===================
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Key_StringToKeynum
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Returns a key number to be used to index keys[] by looking at
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the given string. Single ascii characters return themselves, while
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the K_* names are matched up.
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0x11 will be interpreted as raw hex, which will allow new controlers
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to be configured even if they don't have defined names.
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===================
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*/
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int Key_StringToKeynum( const char *str )
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{
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keyname_t *kn;
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if( !str || !str[0] ) return -1;
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if( !str[1] ) return str[0];
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// check for hex code
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if( str[0] == '0' && str[1] == 'x' && Q_strlen( str ) == 4 )
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{
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int n1, n2;
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n1 = str[2];
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if( n1 >= '0' && n1 <= '9' )
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{
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n1 -= '0';
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}
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else if( n1 >= 'a' && n1 <= 'f' )
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{
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n1 = n1 - 'a' + 10;
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}
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else n1 = 0;
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n2 = str[3];
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if( n2 >= '0' && n2 <= '9' )
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{
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n2 -= '0';
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}
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else if( n2 >= 'a' && n2 <= 'f' )
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{
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n2 = n2 - 'a' + 10;
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}
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else n2 = 0;
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return n1 * 16 + n2;
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}
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// scan for a text match
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for( kn = keynames; kn->name; kn++ )
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{
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if( !Q_stricmp( str, kn->name ))
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return kn->keynum;
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}
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return -1;
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}
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/*
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===================
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Key_KeynumToString
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Returns a string (either a single ascii char, a K_* name, or a 0x11 hex string) for the
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given keynum.
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===================
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*/
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const char *Key_KeynumToString( int keynum )
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{
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keyname_t *kn;
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static char tinystr[5];
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int i, j;
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if ( keynum == -1 ) return "<KEY NOT FOUND>";
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if ( keynum < 0 || keynum > 255 ) return "<OUT OF RANGE>";
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// check for printable ascii (don't use quote)
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if( keynum > 32 && keynum < 127 && keynum != '"' && keynum != ';' && keynum != K_SCROLLOCK )
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{
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tinystr[0] = keynum;
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tinystr[1] = 0;
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return tinystr;
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}
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// check for a key string
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for( kn = keynames; kn->name; kn++ )
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{
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if( keynum == kn->keynum )
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return kn->name;
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}
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// make a hex string
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i = keynum >> 4;
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j = keynum & 15;
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tinystr[0] = '0';
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tinystr[1] = 'x';
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tinystr[2] = i > 9 ? i - 10 + 'a' : i + '0';
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tinystr[3] = j > 9 ? j - 10 + 'a' : j + '0';
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tinystr[4] = 0;
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return tinystr;
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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 GAME_EXPORT Key_SetBinding( int keynum, const char *binding )
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{
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if( keynum == -1 ) return;
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// free old bindings
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if( keys[keynum].binding )
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{
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Mem_Free((char *)keys[keynum].binding );
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keys[keynum].binding = NULL;
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}
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// allocate memory for new binding
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keys[keynum].binding = copystring( binding );
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}
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/*
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===================
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Key_GetBinding
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===================
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*/
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const char *Key_GetBinding( int keynum )
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{
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if( keynum == -1 ) return NULL;
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return keys[keynum].binding;
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}
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/*
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===================
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Key_GetKey
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===================
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*/
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int Key_GetKey( const char *pBinding )
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{
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int i, len;
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const char *p;
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if( !pBinding ) return -1;
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len = Q_strlen( pBinding );
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for( i = 0; i < 256; i++ )
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{
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if( !keys[i].binding )
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continue;
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p = keys[i].binding;
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if( *p == '+' )
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p++;
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if( !Q_strnicmp( p, pBinding, len ) )
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return i;
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}
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return -1;
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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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static void Key_Unbind_f( void )
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{
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int b;
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if( Cmd_Argc() != 2 )
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{
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Con_Printf( S_USAGE "unbind <key> : remove commands from a key\n" );
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return;
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}
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b = Key_StringToKeynum( Cmd_Argv( 1 ));
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if( b == -1 )
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{
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Con_Printf( "\"%s\" isn't a valid key\n", Cmd_Argv( 1 ));
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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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===================
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Key_Unbindall_f
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===================
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*/
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static void Key_Unbindall_f( void )
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{
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int i;
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for( i = 0; i < ARRAYSIZE( keys ); i++ )
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{
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if( keys[i].binding )
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Key_SetBinding( i, "" );
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}
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// set some defaults
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Key_SetBinding( K_ESCAPE, "escape" );
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Key_SetBinding( K_START_BUTTON, "escape" );
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}
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/*
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===================
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Key_Reset_f
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===================
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*/
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static void Key_Reset_f( void )
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{
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keyname_t *kn;
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int i;
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// clear all keys first
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for( i = 0; i < ARRAYSIZE( keys ); i++ )
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{
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if( keys[i].binding )
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Key_SetBinding( i, "" );
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}
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// apply default values
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for( kn = keynames; kn->name; kn++ )
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Key_SetBinding( kn->keynum, kn->binding );
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}
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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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static void Key_Bind_f( void )
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{
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char cmd[1024];
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int i, c, b;
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c = Cmd_Argc();
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if( c < 2 )
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{
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Con_Printf( S_USAGE "bind <key> [command] : attach a command to a key\n" );
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return;
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}
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b = Key_StringToKeynum( Cmd_Argv( 1 ));
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if( b == -1 )
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{
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Con_Printf( "\"%s\" isn't a valid key\n", Cmd_Argv( 1 ));
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return;
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}
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if( c == 2 )
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{
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if( keys[b].binding )
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Con_Printf( "\"%s\" = \"%s\"\n", Cmd_Argv( 1 ), keys[b].binding );
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else Con_Printf( "\"%s\" is not bound\n", Cmd_Argv( 1 ));
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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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Q_strncat( cmd, Cmd_Argv( i ), sizeof( cmd ));
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if( i != ( c - 1 )) Q_strncat( cmd, " ", sizeof( cmd ));
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}
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Key_SetBinding( b, cmd );
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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( file_t *f )
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{
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int i;
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string newCommand;
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if( !f ) return;
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FS_Printf( f, "unbindall\n" );
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for( i = 0; i < 256; i++ )
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{
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if( !COM_CheckString( keys[i].binding ))
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continue;
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Cmd_Escape( newCommand, keys[i].binding, sizeof( newCommand ));
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FS_Printf( f, "bind %s \"%s\"\n", Key_KeynumToString( i ), newCommand );
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}
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}
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/*
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============
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Key_Bindlist_f
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============
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*/
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static void Key_Bindlist_f( void )
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{
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int i;
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for( i = 0; i < 256; i++ )
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{
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if( !COM_CheckString( keys[i].binding ))
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continue;
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Con_Printf( "%s \"%s\"\n", Key_KeynumToString( i ), keys[i].binding );
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}
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}
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/*
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==============================================================================
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LINE TYPING INTO THE CONSOLE
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==============================================================================
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*/
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/*
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===================
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Key_Init
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===================
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*/
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void Key_Init( void )
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{
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keyname_t *kn;
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// register our functions
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Cmd_AddRestrictedCommand( "bind", Key_Bind_f, "binds a command to the specified key in bindmap" );
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Cmd_AddRestrictedCommand( "unbind", Key_Unbind_f, "removes a command on the specified key in bindmap" );
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Cmd_AddRestrictedCommand( "unbindall", Key_Unbindall_f, "removes all commands from all keys in bindmap" );
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Cmd_AddRestrictedCommand( "resetkeys", Key_Reset_f, "reset all keys to their default values" );
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Cmd_AddCommand( "bindlist", Key_Bindlist_f, "display current key bindings" );
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Cmd_AddCommand( "makehelp", Key_EnumCmds_f, "write help.txt that contains all console cvars and cmds" );
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// setup default binding. "unbindall" from config.cfg will be reset it
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for( kn = keynames; kn->name; kn++ ) Key_SetBinding( kn->keynum, kn->binding );
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Cvar_RegisterVariable( &osk_enable );
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Cvar_RegisterVariable( &key_rotate );
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}
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/*
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===================
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Key_AddKeyCommands
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===================
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*/
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static void Key_AddKeyCommands( int key, const char *kb, qboolean down )
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{
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char button[1024];
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char *buttonPtr;
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char cmd[1024];
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int i;
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|
if( !kb ) return;
|
|
buttonPtr = button;
|
|
|
|
for( i = 0; ; i++ )
|
|
{
|
|
if( kb[i] == ';' || !kb[i] )
|
|
{
|
|
*buttonPtr = '\0';
|
|
if( button[0] == '+' )
|
|
{
|
|
// button commands add keynum as a parm
|
|
if( down ) Q_snprintf( cmd, sizeof( cmd ), "%s %i\n", button, key );
|
|
else Q_snprintf( cmd, sizeof( cmd ), "-%s %i\n", button + 1, key );
|
|
Cbuf_AddText( cmd );
|
|
}
|
|
else if( down )
|
|
{
|
|
// down-only command
|
|
Cbuf_AddText( button );
|
|
Cbuf_AddText( "\n" );
|
|
}
|
|
|
|
buttonPtr = button;
|
|
while((((byte)kb[i]) <= ' ' || kb[i] == ';' ) && kb[i] != 0 )
|
|
i++;
|
|
}
|
|
|
|
*buttonPtr++ = kb[i];
|
|
if( !kb[i] ) break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
Key_IsAllowedAutoRepeat
|
|
|
|
List of keys that allows auto-repeat
|
|
===================
|
|
*/
|
|
static qboolean Key_IsAllowedAutoRepeat( int key )
|
|
{
|
|
if( cls.key_dest != key_game )
|
|
return true;
|
|
|
|
switch( key )
|
|
{
|
|
case K_BACKSPACE:
|
|
case K_PAUSE:
|
|
case K_PGUP:
|
|
case K_KP_PGUP:
|
|
case K_PGDN:
|
|
case K_KP_PGDN:
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
static int Key_Rotate( int key )
|
|
{
|
|
if( key_rotate.value == 1.0f ) // CW
|
|
{
|
|
if( key == K_UPARROW )
|
|
key = K_LEFTARROW;
|
|
else if( key == K_LEFTARROW )
|
|
key = K_DOWNARROW;
|
|
else if( key == K_RIGHTARROW )
|
|
key = K_UPARROW;
|
|
else if( key == K_DOWNARROW )
|
|
key = K_RIGHTARROW;
|
|
}
|
|
|
|
else if( key_rotate.value == 3.0f ) // CCW
|
|
{
|
|
if( key == K_UPARROW )
|
|
key = K_RIGHTARROW;
|
|
else if( key == K_LEFTARROW )
|
|
key = K_UPARROW;
|
|
else if( key == K_RIGHTARROW )
|
|
key = K_DOWNARROW;
|
|
else if( key == K_DOWNARROW )
|
|
key = K_LEFTARROW;
|
|
}
|
|
|
|
else if( key_rotate.value == 2.0f )
|
|
{
|
|
if( key == K_UPARROW )
|
|
key = K_DOWNARROW;
|
|
else if( key == K_LEFTARROW )
|
|
key = K_RIGHTARROW;
|
|
else if( key == K_RIGHTARROW )
|
|
key = K_LEFTARROW;
|
|
else if( key == K_DOWNARROW )
|
|
key = K_UPARROW;
|
|
}
|
|
|
|
return key;
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
Key_Event
|
|
|
|
Called by the system for both key up and key down events
|
|
===================
|
|
*/
|
|
void GAME_EXPORT Key_Event( int key, int down )
|
|
{
|
|
const char *kb;
|
|
|
|
key = Key_Rotate( key );
|
|
|
|
if( OSK_KeyEvent( key, down ) )
|
|
return;
|
|
|
|
// key was pressed before engine was run
|
|
if( !keys[key].down && !down )
|
|
return;
|
|
|
|
kb = keys[key].binding;
|
|
keys[key].down = down;
|
|
|
|
#ifdef HACKS_RELATED_HLMODS
|
|
if(( cls.key_dest == key_game ) && ( cls.state == ca_cinematic ) && ( key != K_ESCAPE || !down ))
|
|
{
|
|
// only escape passed when cinematic is playing
|
|
// HLFX 0.6 bug: crash in vgui3.dll while press +attack during movie playback
|
|
return;
|
|
}
|
|
#endif
|
|
// distribute the key down event to the apropriate handler
|
|
if( cls.key_dest == key_game && ( down || keys[key].gamedown ))
|
|
{
|
|
if( !clgame.dllFuncs.pfnKey_Event( down, key, keys[key].binding ))
|
|
{
|
|
if( keys[key].repeats == 0 && down )
|
|
{
|
|
keys[key].gamedown = true;
|
|
}
|
|
|
|
if( !down )
|
|
{
|
|
keys[key].gamedown = false;
|
|
keys[key].repeats = 0;
|
|
}
|
|
return; // handled in client.dll
|
|
}
|
|
}
|
|
|
|
// update auto-repeat status
|
|
if( down )
|
|
{
|
|
keys[key].repeats++;
|
|
|
|
if( !Key_IsAllowedAutoRepeat( key ) && keys[key].repeats > 1 )
|
|
{
|
|
// ignore most autorepeats
|
|
return;
|
|
}
|
|
|
|
if( key >= 200 && !kb )
|
|
Con_Printf( "%s is unbound.\n", Key_KeynumToString( key ));
|
|
}
|
|
else
|
|
{
|
|
keys[key].gamedown = false;
|
|
keys[key].repeats = 0;
|
|
}
|
|
|
|
VGui_KeyEvent( key, down );
|
|
|
|
// console key is hardcoded, so the user can never unbind it
|
|
if( key == '`' || key == '~' )
|
|
{
|
|
// we are in typing mode, so don't switch to console
|
|
if( cls.key_dest == key_message || !down )
|
|
return;
|
|
|
|
Con_ToggleConsole_f();
|
|
return;
|
|
}
|
|
|
|
// escape is always handled special
|
|
if( key == K_ESCAPE && down )
|
|
{
|
|
switch( cls.key_dest )
|
|
{
|
|
case key_game:
|
|
if( r_showtextures.value )
|
|
{
|
|
// close texture atlas
|
|
Cvar_DirectSet( &r_showtextures, "0" );
|
|
return;
|
|
}
|
|
else if( host.mouse_visible && cls.state != ca_cinematic )
|
|
{
|
|
clgame.dllFuncs.pfnKey_Event( down, key, keys[key].binding );
|
|
return; // handled in client.dll
|
|
}
|
|
break;
|
|
case key_message:
|
|
Key_Message( key );
|
|
return;
|
|
case key_console:
|
|
if( cls.state == ca_active && !cl.background )
|
|
Key_SetKeyDest( key_game );
|
|
else UI_SetActiveMenu( true );
|
|
return;
|
|
case key_menu:
|
|
UI_KeyEvent( key, true );
|
|
return;
|
|
default: return;
|
|
}
|
|
}
|
|
|
|
if( cls.key_dest == key_menu )
|
|
{
|
|
// only non printable keys passed
|
|
if( !gameui.use_extended_api )
|
|
Key_EnableTextInput( true, false );
|
|
//pass printable chars for old menus
|
|
if( !gameui.use_extended_api && !host.textmode && down && ( key >= 32 ) && ( key <= 'z' ) )
|
|
{
|
|
if( Key_IsDown( K_SHIFT ) )
|
|
{
|
|
key += 'A' - 'a';
|
|
}
|
|
UI_CharEvent( key );
|
|
}
|
|
UI_KeyEvent( key, down );
|
|
return;
|
|
}
|
|
|
|
// key up events only perform actions if the game key binding is
|
|
// a button command (leading + sign). These will be processed even in
|
|
// console mode and menu mode, to keep the character from continuing
|
|
// an action started before a mode switch.
|
|
if( !down )
|
|
{
|
|
Key_AddKeyCommands( key, kb, down );
|
|
return;
|
|
}
|
|
|
|
// distribute the key down event to the apropriate handler
|
|
if( cls.key_dest == key_game )
|
|
{
|
|
Key_AddKeyCommands( key, kb, down );
|
|
}
|
|
else if( cls.key_dest == key_console )
|
|
{
|
|
Key_Console( key );
|
|
}
|
|
else if( cls.key_dest == key_message )
|
|
{
|
|
Key_Message( key );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
Key_EnableTextInput
|
|
|
|
================
|
|
*/
|
|
void Key_EnableTextInput( qboolean enable, qboolean force )
|
|
{
|
|
if( osk_enable.value )
|
|
{
|
|
OSK_EnableTextInput( enable, force );
|
|
return;
|
|
}
|
|
if( enable && ( !host.textmode || force ))
|
|
Platform_EnableTextInput( true );
|
|
else if( !enable && ( host.textmode || force ))
|
|
Platform_EnableTextInput( false );
|
|
|
|
host.textmode = enable;
|
|
}
|
|
|
|
/*
|
|
=========
|
|
Key_SetKeyDest
|
|
=========
|
|
*/
|
|
void GAME_EXPORT Key_SetKeyDest( int key_dest )
|
|
{
|
|
IN_ToggleClientMouse( key_dest, cls.key_dest );
|
|
|
|
switch( key_dest )
|
|
{
|
|
case key_game:
|
|
Key_EnableTextInput( false, false );
|
|
cls.key_dest = key_game;
|
|
break;
|
|
case key_menu:
|
|
Key_EnableTextInput( false, false );
|
|
cls.key_dest = key_menu;
|
|
break;
|
|
case key_console:
|
|
#if !XASH_NSWITCH && !XASH_PSVITA // if we don't disable this, pops up the keyboard during load
|
|
Key_EnableTextInput( true, false );
|
|
#endif
|
|
cls.key_dest = key_console;
|
|
break;
|
|
case key_message:
|
|
Key_EnableTextInput( true, false );
|
|
cls.key_dest = key_message;
|
|
break;
|
|
default:
|
|
Host_Error( "%s: wrong destination (%i)\n", __func__, key_dest );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
Key_ClearStates
|
|
===================
|
|
*/
|
|
void GAME_EXPORT Key_ClearStates( void )
|
|
{
|
|
int i;
|
|
|
|
// don't clear keys during changelevel
|
|
if( cls.changelevel ) return;
|
|
|
|
for( i = 0; i < 256; i++ )
|
|
{
|
|
if( keys[i].down )
|
|
Key_Event( i, false );
|
|
|
|
keys[i].down = 0;
|
|
keys[i].repeats = 0;
|
|
keys[i].gamedown = 0;
|
|
}
|
|
|
|
if( clgame.hInstance )
|
|
clgame.dllFuncs.IN_ClearStates();
|
|
}
|
|
|
|
/*
|
|
===================
|
|
CL_CharEvent
|
|
|
|
Normal keyboard characters, already shifted / capslocked / etc
|
|
===================
|
|
*/
|
|
void CL_CharEvent( int key )
|
|
{
|
|
// the console key should never be used as a char
|
|
if( key == '`' || key == '~' ) return;
|
|
|
|
if( cls.key_dest == key_console && !Con_Visible( ))
|
|
{
|
|
if((char)key == '`' || (char)key == '?' )
|
|
return; // don't pass '`' when we open the console
|
|
}
|
|
|
|
// distribute the key down event to the apropriate handler
|
|
if( cls.key_dest == key_console || cls.key_dest == key_message )
|
|
{
|
|
Con_CharEvent( key );
|
|
}
|
|
else if( cls.key_dest == key_menu )
|
|
{
|
|
UI_CharEvent( key );
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
Key_ToUpper
|
|
|
|
A helper function if platform input doesn't support text mode properly
|
|
============
|
|
*/
|
|
int Key_ToUpper( int keynum )
|
|
{
|
|
keynum = Q_toupper( keynum );
|
|
if( keynum == '-' )
|
|
keynum = '_';
|
|
if( keynum == '=' )
|
|
keynum = '+';
|
|
if( keynum == ';' )
|
|
keynum = ':';
|
|
if( keynum == '\'' )
|
|
keynum = '"';
|
|
|
|
return keynum;
|
|
}
|
|
|
|
/* On-screen keyboard:
|
|
*
|
|
* 4 lines with 13 buttons each
|
|
* Left trigger == backspace
|
|
* Right trigger == space
|
|
* Any button press is button press on keyboard
|
|
*
|
|
* Our layout:
|
|
* 0 1 2 3 4 5 6 7 8 9 10 11 12
|
|
* +--+--+--+--+--+--+--+--+--+--+--+--+--+
|
|
* |` |1 |2 |3 |4 |5 |6 |7 |8 |9 |0 |- |= | 0
|
|
* +--+--+--+--+--+--+--+--+--+--+--+--+--+
|
|
* |q |w |e |r |t |y |u |i |o |p |[ |] |\ | 1
|
|
* +--+--+--+--+--+--+--+--+--+--+--+--+--+
|
|
* |CL|a |s |d |f |g |h |j |k |l |; |' |BS| 2
|
|
* +--+--+--+--+--+--+--+--+--+--+--+--+--+
|
|
* |SH|z |x |c |v |b |n |m |, |. |/ |SP|EN| 3
|
|
* +--+--+--+--+--+--+--+--+--+--+--+--+--+
|
|
*/
|
|
|
|
#define MAX_OSK_ROWS 13
|
|
#define MAX_OSK_LINES 4
|
|
|
|
enum
|
|
{
|
|
OSK_DEFAULT = 0,
|
|
OSK_UPPER, // on caps, shift
|
|
/*
|
|
OSK_RUSSIAN,
|
|
OSK_RUSSIAN_UPPER,
|
|
*/
|
|
OSK_LAST
|
|
};
|
|
|
|
enum
|
|
{
|
|
OSK_TAB = 16,
|
|
OSK_SHIFT,
|
|
OSK_BACKSPACE,
|
|
OSK_ENTER,
|
|
OSK_SPECKEY_LAST
|
|
};
|
|
static const char *osk_keylayout[][4] =
|
|
{
|
|
{
|
|
"`1234567890-=", // 13
|
|
"qwertyuiop[]\\", // 13
|
|
"\x10" "asdfghjkl;'" "\x12", // 11 + caps on a left, enter on a right
|
|
"\x11" "zxcvbnm,./ " "\x13" // 10 + esc on left + shift on a left/right
|
|
},
|
|
{
|
|
"~!@#$%^&*()_+",
|
|
"QWERTYUIOP{}|",
|
|
"\x10" "ASDFGHJKL:\"" "\x12",
|
|
"\x11" "ZXCVBNM<>? " "\x13"
|
|
}
|
|
};
|
|
|
|
struct osk_s
|
|
{
|
|
qboolean enable;
|
|
int curlayout;
|
|
qboolean shift;
|
|
qboolean sending;
|
|
struct {
|
|
signed char x;
|
|
signed char y;
|
|
char val;
|
|
} curbutton;
|
|
} osk;
|
|
|
|
static qboolean OSK_KeyEvent( int key, int down )
|
|
{
|
|
if( !osk.enable || !osk_enable.value )
|
|
return false;
|
|
|
|
if( osk.sending )
|
|
{
|
|
osk.sending = false;
|
|
return false;
|
|
}
|
|
|
|
if( osk.curbutton.val == 0 )
|
|
{
|
|
if( key == K_ENTER )
|
|
{
|
|
osk.curbutton.val = osk_keylayout[osk.curlayout][osk.curbutton.y][osk.curbutton.x];
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
switch ( key )
|
|
{
|
|
case K_ENTER:
|
|
switch( osk.curbutton.val )
|
|
{
|
|
case OSK_ENTER:
|
|
osk.sending = true;
|
|
Key_Event( K_ENTER, down );
|
|
//osk_enable = false; // TODO: handle multiline
|
|
break;
|
|
case OSK_SHIFT:
|
|
if( !down )
|
|
break;
|
|
|
|
if( osk.curlayout & 1 )
|
|
osk.curlayout--;
|
|
else
|
|
osk.curlayout++;
|
|
|
|
osk.shift = true;
|
|
osk.curbutton.val = osk_keylayout[osk.curlayout][osk.curbutton.y][osk.curbutton.x];
|
|
break;
|
|
case OSK_BACKSPACE:
|
|
Key_Event( K_BACKSPACE, down ); break;
|
|
case OSK_TAB:
|
|
Key_Event( K_TAB, down ); break;
|
|
default:
|
|
{
|
|
int ch;
|
|
|
|
if( !down )
|
|
{
|
|
if( osk.shift && osk.curlayout & 1 )
|
|
osk.curlayout--;
|
|
|
|
osk.shift = false;
|
|
osk.curbutton.val = osk_keylayout[osk.curlayout][osk.curbutton.y][osk.curbutton.x];
|
|
break;
|
|
}
|
|
|
|
ch = (byte)osk.curbutton.val;
|
|
|
|
// do not pass UTF-8 sequence into the engine, convert it here
|
|
if( !cls.accept_utf8 )
|
|
ch = Con_UtfProcessCharForce( ch );
|
|
|
|
if( !ch )
|
|
break;
|
|
|
|
CL_CharEvent( ch );
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case K_UPARROW:
|
|
if( down && --osk.curbutton.y < 0 )
|
|
{
|
|
osk.curbutton.y = MAX_OSK_LINES - 1;
|
|
osk.curbutton.val = 0;
|
|
return true;
|
|
}
|
|
break;
|
|
case K_DOWNARROW:
|
|
if( down && ++osk.curbutton.y >= MAX_OSK_LINES )
|
|
{
|
|
osk.curbutton.y = 0;
|
|
osk.curbutton.val = 0;
|
|
return true;
|
|
}
|
|
break;
|
|
case K_LEFTARROW:
|
|
if( down && --osk.curbutton.x < 0 )
|
|
osk.curbutton.x = MAX_OSK_ROWS - 1;
|
|
break;
|
|
case K_RIGHTARROW:
|
|
if( down && ++osk.curbutton.x >= MAX_OSK_ROWS )
|
|
osk.curbutton.x = 0;
|
|
break;
|
|
default:
|
|
return false;
|
|
}
|
|
|
|
osk.curbutton.val = osk_keylayout[osk.curlayout][osk.curbutton.y][osk.curbutton.x];
|
|
return true;
|
|
|
|
}
|
|
|
|
/*
|
|
=============
|
|
Joy_EnableTextInput
|
|
|
|
Enables built-in IME
|
|
=============
|
|
*/
|
|
static void OSK_EnableTextInput( qboolean enable, qboolean force )
|
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{
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qboolean old = osk.enable;
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osk.enable = enable;
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if( osk.enable && (!old || force) )
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{
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osk.curlayout = 0;
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osk.curbutton.val = osk_keylayout[osk.curlayout][osk.curbutton.y][osk.curbutton.x];
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}
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}
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#define X_START 0.1347475f
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#define Y_START 0.567f
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#define X_STEP 0.05625
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#define Y_STEP 0.0825
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/*
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============
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Joy_DrawSymbolButton
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Draw button with symbol on it
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============
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*/
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static void OSK_DrawSymbolButton( int symb, float x, float y, float width, float height )
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{
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cl_font_t *font = Con_GetCurFont();
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byte color[] = { 255, 255, 255, 255 };
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int x1 = x * refState.width,
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y1 = y * refState.height,
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w = width * refState.width,
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h = height * refState.height;
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if( symb == osk.curbutton.val )
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ref.dllFuncs.FillRGBABlend( x1, y1, w, h, 255, 160, 0, 100 );
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if( !symb || symb == ' ' || (symb >= OSK_TAB && symb < OSK_SPECKEY_LAST ) )
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return;
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CL_DrawCharacter(
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x1 + width * 0.4 * refState.width,
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y1 + height * 0.4 * refState.height,
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symb, color, font, 0 );
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}
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/*
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=============
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Joy_DrawSpecialButton
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Draw special button, like shift, enter or esc
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=============
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*/
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static void OSK_DrawSpecialButton( const char *name, float x, float y, float width, float height )
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{
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byte color[] = { 0, 255, 0, 255 };
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Con_DrawString(
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x * refState.width + width * 0.4 * refState.width,
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y * refState.height + height * 0.4 * refState.height,
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name,
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color );
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}
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/*
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=============
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Joy_DrawOnScreenKeyboard
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|
Draw on screen keyboard, if enabled
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|
=============
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|
*/
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void OSK_Draw( void )
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{
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const char **curlayout = osk_keylayout[osk.curlayout]; // shortcut :)
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float x, y;
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int i, j;
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|
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if( !osk.enable || !osk_enable.value || !osk.curbutton.val )
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return;
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// draw keyboard
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ref.dllFuncs.FillRGBABlend( X_START * refState.width, Y_START * refState.height,
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X_STEP * MAX_OSK_ROWS * refState.width,
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Y_STEP * MAX_OSK_LINES * refState.height, 100, 100, 100, 100 );
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OSK_DrawSpecialButton( "-]", X_START, Y_START + Y_STEP * 2, X_STEP, Y_STEP );
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OSK_DrawSpecialButton( "<-", X_START + X_STEP * 12, Y_START + Y_STEP * 2, X_STEP, Y_STEP );
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|
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OSK_DrawSpecialButton( "sh", X_START, Y_START + Y_STEP * 3, X_STEP, Y_STEP );
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OSK_DrawSpecialButton( "en", X_START + X_STEP * 12, Y_START + Y_STEP * 3, X_STEP, Y_STEP );
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for( y = Y_START, j = 0; j < MAX_OSK_LINES; j++, y += Y_STEP )
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for( x = X_START, i = 0; i < MAX_OSK_ROWS; i++, x += X_STEP )
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OSK_DrawSymbolButton( curlayout[j][i], x, y, X_STEP, Y_STEP );
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}
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