mirror of
https://github.com/FWGS/xash3d-fwgs
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781 lines
15 KiB
C
781 lines
15 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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#ifdef XASH_SDL
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#include "platform/sdl/events.h"
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#endif // XASH_SDL
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typedef struct
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{
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qboolean down;
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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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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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{"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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// raw semicolon seperates commands
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{"SEMICOLON", ';', "" },
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{NULL, 0, NULL },
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};
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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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qboolean 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_GetBind
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===================
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*/
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const char *Key_IsBind( int keynum )
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{
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if( keynum == -1 || !keys[keynum].binding )
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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_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 != ';' )
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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 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 *binding )
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{
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int i;
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if( !binding ) return -1;
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for( i = 0; i < 256; i++ )
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{
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if( keys[i].binding && !Q_stricmp( binding, keys[i].binding ))
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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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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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void Key_Unbindall_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( keys[i].binding )
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Key_SetBinding( i, "" );
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}
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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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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 < 256; 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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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_strcat( cmd, Cmd_Argv( i ));
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if( i != ( c - 1 )) Q_strcat( 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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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( keys[i].binding && keys[i].binding[0] )
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FS_Printf( f, "bind %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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Key_Bindlist_f
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============
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*/
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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( keys[i].binding && keys[i].binding[0] )
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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_AddCommand( "bind", Key_Bind_f, "binds a command to the specified key in bindmap" );
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Cmd_AddCommand( "unbind", Key_Unbind_f, "removes a command on the specified key in bindmap" );
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Cmd_AddCommand( "unbindall", Key_Unbindall_f, "removes all commands from all keys in bindmap" );
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Cmd_AddCommand( "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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}
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/*
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===================
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Key_AddKeyUpCommands
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===================
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*/
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void Key_AddKeyUpCommands( int key, const char *kb )
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{
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int i;
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char button[1024], *buttonPtr;
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char cmd[1024];
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qboolean keyevent;
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if( !kb ) return;
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keyevent = false;
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buttonPtr = button;
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for( i = 0; ; i++ )
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{
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if( kb[i] == ';' || !kb[i] )
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{
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*buttonPtr = '\0';
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if( button[0] == '+' )
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{
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// button commands add keynum as a parm
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Q_sprintf( cmd, "-%s %i\n", button+1, key );
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Cbuf_AddText( cmd );
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keyevent = true;
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}
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else
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{
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if( keyevent )
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{
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// down-only command
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Cbuf_AddText( button );
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Cbuf_AddText( "\n" );
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}
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}
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buttonPtr = button;
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while(( kb[i] <= ' ' || kb[i] == ';' ) && kb[i] != 0 )
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i++;
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}
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*buttonPtr++ = kb[i];
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if( !kb[i] ) break;
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}
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}
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/*
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===================
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Key_Event
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Called by the system for both key up and key down events
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===================
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*/
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void Key_Event( int key, qboolean down )
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{
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const char *kb;
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char cmd[1024];
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// key was pressed before engine was run
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if( !keys[key].down && !down )
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return;
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// update auto-repeat status and BUTTON_ANY status
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keys[key].down = down;
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if( down )
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{
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keys[key].repeats++;
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if( key != K_BACKSPACE && key != K_PAUSE && keys[key].repeats > 1 )
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{
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if( cls.key_dest == key_game )
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{
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// ignore most autorepeats
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return;
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}
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}
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}
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else
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{
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keys[key].repeats = 0;
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}
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VGui_KeyEvent( key, down );
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// console key is hardcoded, so the user can never unbind it
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if( key == '`' || key == '~' )
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{
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// we are in typing mode, so don't switch to console
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if( cls.key_dest == key_message || !down )
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return;
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Con_ToggleConsole_f();
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return;
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}
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// escape is always handled special
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if( key == K_ESCAPE && down )
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{
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switch( cls.key_dest )
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{
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case key_game:
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if( gl_showtextures->value )
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{
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// close texture atlas
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Cvar_SetValue( "r_showtextures", 0.0f );
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return;
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}
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if( host.mouse_visible && cls.state != ca_cinematic )
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{
|
|
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:
|
|
MsgDev( D_ERROR, "Key_Event: bad cls.key_dest\n" );
|
|
return;
|
|
}
|
|
}
|
|
|
|
if( cls.key_dest == key_menu )
|
|
{
|
|
// only non printable keys passed
|
|
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 )
|
|
{
|
|
kb = keys[key].binding;
|
|
|
|
if( cls.key_dest == key_game && ( key != K_ESCAPE ))
|
|
clgame.dllFuncs.pfnKey_Event( down, key, kb );
|
|
|
|
Key_AddKeyUpCommands( key, kb );
|
|
return;
|
|
}
|
|
|
|
// distribute the key down event to the apropriate handler
|
|
if( cls.key_dest == key_game )
|
|
{
|
|
if( 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;
|
|
}
|
|
|
|
// send the bound action
|
|
kb = keys[key].binding;
|
|
|
|
if( !clgame.dllFuncs.pfnKey_Event( down, key, keys[key].binding ))
|
|
{
|
|
// handled in client.dll
|
|
}
|
|
else if( kb != NULL )
|
|
{
|
|
if( kb[0] == '+' )
|
|
{
|
|
int i;
|
|
char button[1024], *buttonPtr;
|
|
|
|
for( i = 0, buttonPtr = button; ; i++ )
|
|
{
|
|
if( kb[i] == ';' || !kb[i] )
|
|
{
|
|
*buttonPtr = '\0';
|
|
if( button[0] == '+' )
|
|
{
|
|
Q_sprintf( cmd, "%s %i\n", button, key );
|
|
Cbuf_AddText( cmd );
|
|
}
|
|
else
|
|
{
|
|
// down-only command
|
|
Cbuf_AddText( button );
|
|
Cbuf_AddText( "\n" );
|
|
}
|
|
|
|
buttonPtr = button;
|
|
while (( kb[i] <= ' ' || kb[i] == ';' ) && kb[i] != 0 )
|
|
i++;
|
|
}
|
|
|
|
*buttonPtr++ = kb[i];
|
|
if( !kb[i] ) break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// down-only command
|
|
Cbuf_AddText( kb );
|
|
Cbuf_AddText( "\n" );
|
|
}
|
|
}
|
|
}
|
|
else if( cls.key_dest == key_console )
|
|
{
|
|
Key_Console( key );
|
|
}
|
|
else if( cls.key_dest == key_message )
|
|
{
|
|
Key_Message( key );
|
|
}
|
|
}
|
|
|
|
void Key_EnableTextInput( qboolean enable, qboolean force )
|
|
{
|
|
#if XASH_INPUT == INPUT_SDL
|
|
SDLash_EnableTextInput( enable, force );
|
|
#elif XASH_INPUT == INPUT_ANDROID
|
|
Android_EnableTextInput( enable, force );
|
|
#endif
|
|
#if 0
|
|
Joy_EnableTextInput( enable, force );
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
=========
|
|
Key_SetKeyDest
|
|
=========
|
|
*/
|
|
void Key_SetKeyDest( int key_dest )
|
|
{
|
|
IN_ToggleClientMouse( key_dest, cls.key_dest );
|
|
|
|
switch( key_dest )
|
|
{
|
|
case key_game:
|
|
cls.key_dest = key_game;
|
|
break;
|
|
case key_menu:
|
|
cls.key_dest = key_menu;
|
|
break;
|
|
case key_console:
|
|
cls.key_dest = key_console;
|
|
break;
|
|
case key_message:
|
|
cls.key_dest = key_message;
|
|
break;
|
|
default:
|
|
Host_Error( "Key_SetKeyDest: wrong destination (%i)\n", key_dest );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
Key_ClearStates
|
|
===================
|
|
*/
|
|
void 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;
|
|
}
|
|
|
|
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 );
|
|
}
|
|
}
|