/* keys.c - console key events Copyright (C) 2007 Uncle Mike This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. */ #include "common.h" #include "input.h" #include "client.h" #include "vgui_draw.h" typedef struct key_s { qboolean down; int repeats; // if > 1, it is autorepeating const char *binding; } key_t; typedef struct keyname_s { char *name; // key name int keynum; // key number const char *binding; // default bind } keyname_t; key_t keys[256]; keyname_t keynames[] = { {"TAB", K_TAB, "" }, {"ENTER", K_ENTER, "" }, {"ESCAPE", K_ESCAPE, "escape" }, // hardcoded {"SPACE", K_SPACE, "+jump" }, {"BACKSPACE", K_BACKSPACE, "" }, {"UPARROW", K_UPARROW, "+forward" }, {"DOWNARROW", K_DOWNARROW, "+back" }, {"LEFTARROW", K_LEFTARROW, "+left" }, {"RIGHTARROW", K_RIGHTARROW, "+right" }, {"ALT", K_ALT, "+strafe" }, {"CTRL", K_CTRL, "+attack" }, {"SHIFT", K_SHIFT, "+speed" }, {"CAPSLOCK", K_CAPSLOCK, "" }, {"F1", K_F1, "cmd help" }, {"F2", K_F2, "menu_savegame" }, {"F3", K_F3, "menu_loadgame" }, {"F4", K_F4, "menu_controls" }, {"F5", K_F5, "menu_creategame" }, {"F6", K_F6, "savequick" }, {"F7", K_F7, "loadquick" }, {"F8", K_F8, "stop" }, {"F9", K_F9, "" }, {"F10", K_F10, "menu_main" }, {"F11", K_F11, "" }, {"F12", K_F12, "snapshot" }, {"INS", K_INS, "" }, {"DEL", K_DEL, "+lookdown" }, {"PGDN", K_PGDN, "+lookup" }, {"PGUP", K_PGUP, "" }, {"HOME", K_HOME, "" }, {"END", K_END, "centerview" }, // mouse buttouns {"MOUSE1", K_MOUSE1, "+attack" }, {"MOUSE2", K_MOUSE2, "+attack2" }, {"MOUSE3", K_MOUSE3, "" }, {"MOUSE4", K_MOUSE4, "" }, {"MOUSE5", K_MOUSE5, "" }, {"MWHEELUP", K_MWHEELUP, "" }, {"MWHEELDOWN", K_MWHEELDOWN, "" }, // digital keyboard {"KP_HOME", K_KP_HOME, "" }, {"KP_UPARROW", K_KP_UPARROW, "+forward" }, {"KP_PGUP", K_KP_PGUP, "" }, {"KP_LEFTARROW", K_KP_LEFTARROW, "+left" }, {"KP_5", K_KP_5, "" }, {"KP_RIGHTARROW", K_KP_RIGHTARROW, "+right" }, {"KP_END", K_KP_END, "centerview" }, {"KP_DOWNARROW", K_KP_DOWNARROW, "+back" }, {"KP_PGDN", K_KP_PGDN, "+lookup" }, {"KP_ENTER", K_KP_ENTER, "" }, {"KP_INS", K_KP_INS, "" }, {"KP_DEL", K_KP_DEL, "+lookdown" }, {"KP_SLASH", K_KP_SLASH, "" }, {"KP_MINUS", K_KP_MINUS, "" }, {"KP_PLUS", K_KP_PLUS, "" }, {"PAUSE", K_PAUSE, "pause" }, // raw semicolon seperates commands {"SEMICOLON", ';', "" }, {NULL, 0, NULL }, }; /* =================== Key_IsDown =================== */ qboolean Key_IsDown( int keynum ) { if( keynum == -1 ) return false; return keys[keynum].down; } /* =================== Key_GetBind =================== */ const char *Key_IsBind( int keynum ) { if( keynum == -1 || !keys[keynum].binding ) return NULL; return keys[keynum].binding; } /* =================== Key_StringToKeynum Returns a key number to be used to index keys[] by looking at the given string. Single ascii characters return themselves, while the K_* names are matched up. 0x11 will be interpreted as raw hex, which will allow new controlers to be configured even if they don't have defined names. =================== */ int Key_StringToKeynum( const char *str ) { keyname_t *kn; if( !str || !str[0] ) return -1; if( !str[1] ) return str[0]; // check for hex code if( str[0] == '0' && str[1] == 'x' && Q_strlen( str ) == 4 ) { int n1, n2; n1 = str[2]; if( n1 >= '0' && n1 <= '9' ) { n1 -= '0'; } else if( n1 >= 'a' && n1 <= 'f' ) { n1 = n1 - 'a' + 10; } else n1 = 0; n2 = str[3]; if( n2 >= '0' && n2 <= '9' ) { n2 -= '0'; } else if( n2 >= 'a' && n2 <= 'f' ) { n2 = n2 - 'a' + 10; } else n2 = 0; return n1 * 16 + n2; } // scan for a text match for( kn = keynames; kn->name; kn++ ) { if( !Q_stricmp( str, kn->name )) return kn->keynum; } return -1; } /* =================== Key_KeynumToString Returns a string (either a single ascii char, a K_* name, or a 0x11 hex string) for the given keynum. =================== */ const char *Key_KeynumToString( int keynum ) { keyname_t *kn; static char tinystr[5]; int i, j; if ( keynum == -1 ) return ""; if ( keynum < 0 || keynum > 255 ) return ""; // check for printable ascii (don't use quote) if( keynum > 32 && keynum < 127 && keynum != '"' && keynum != ';' ) { tinystr[0] = keynum; tinystr[1] = 0; return tinystr; } // check for a key string for( kn = keynames; kn->name; kn++ ) { if( keynum == kn->keynum ) return kn->name; } // make a hex string i = keynum >> 4; j = keynum & 15; tinystr[0] = '0'; tinystr[1] = 'x'; tinystr[2] = i > 9 ? i - 10 + 'a' : i + '0'; tinystr[3] = j > 9 ? j - 10 + 'a' : j + '0'; tinystr[4] = 0; return tinystr; } /* =================== Key_SetBinding =================== */ void Key_SetBinding( int keynum, const char *binding ) { if( keynum == -1 ) return; // free old bindings if( keys[keynum].binding ) { Mem_Free((char *)keys[keynum].binding ); keys[keynum].binding = NULL; } // allocate memory for new binding keys[keynum].binding = copystring( binding ); } /* =================== Key_GetBinding =================== */ const char *Key_GetBinding( int keynum ) { if( keynum == -1 ) return NULL; return keys[keynum].binding; } /* =================== Key_GetKey =================== */ int Key_GetKey( const char *binding ) { int i; if( !binding ) return -1; for( i = 0; i < 256; i++ ) { if( keys[i].binding && !Q_stricmp( binding, keys[i].binding )) return i; } return -1; } /* =================== Key_Unbind_f =================== */ void Key_Unbind_f( void ) { int b; if( Cmd_Argc() != 2 ) { Con_Printf( S_USAGE "unbind : remove commands from a key\n" ); return; } b = Key_StringToKeynum( Cmd_Argv( 1 )); if( b == -1 ) { Con_Printf( "\"%s\" isn't a valid key\n", Cmd_Argv( 1 )); return; } Key_SetBinding( b, "" ); } /* =================== Key_Unbindall_f =================== */ void Key_Unbindall_f( void ) { int i; for( i = 0; i < 256; i++ ) { if( keys[i].binding ) Key_SetBinding( i, "" ); } } /* =================== Key_Reset_f =================== */ void Key_Reset_f( void ) { keyname_t *kn; int i; // clear all keys first for( i = 0; i < 256; i++ ) { if( keys[i].binding ) Key_SetBinding( i, "" ); } // apply default values for( kn = keynames; kn->name; kn++ ) Key_SetBinding( kn->keynum, kn->binding ); } /* =================== Key_Bind_f =================== */ void Key_Bind_f( void ) { char cmd[1024]; int i, c, b; c = Cmd_Argc(); if( c < 2 ) { Con_Printf( S_USAGE "bind [command] : attach a command to a key\n" ); return; } b = Key_StringToKeynum( Cmd_Argv( 1 )); if( b == -1 ) { Con_Printf( "\"%s\" isn't a valid key\n", Cmd_Argv( 1 )); return; } if( c == 2 ) { if( keys[b].binding ) Con_Printf( "\"%s\" = \"%s\"\n", Cmd_Argv( 1 ), keys[b].binding ); else Con_Printf( "\"%s\" is not bound\n", Cmd_Argv( 1 )); return; } // copy the rest of the command line cmd[0] = 0; // start out with a null string for( i = 2; i < c; i++ ) { Q_strcat( cmd, Cmd_Argv( i )); if( i != ( c - 1 )) Q_strcat( cmd, " " ); } Key_SetBinding( b, cmd ); } /* ============ Key_WriteBindings Writes lines containing "bind key value" ============ */ void Key_WriteBindings( file_t *f ) { int i; if( !f ) return; FS_Printf( f, "unbindall\n" ); for( i = 0; i < 256; i++ ) { if( keys[i].binding && keys[i].binding[0] ) FS_Printf( f, "bind %s \"%s\"\n", Key_KeynumToString( i ), keys[i].binding ); } } /* ============ Key_Bindlist_f ============ */ void Key_Bindlist_f( void ) { int i; for( i = 0; i < 256; i++ ) { if( keys[i].binding && keys[i].binding[0] ) Con_Printf( "%s \"%s\"\n", Key_KeynumToString( i ), keys[i].binding ); } } /* ============================================================================== LINE TYPING INTO THE CONSOLE ============================================================================== */ /* =================== Key_Init =================== */ void Key_Init( void ) { keyname_t *kn; // register our functions Cmd_AddCommand( "bind", Key_Bind_f, "binds a command to the specified key in bindmap" ); Cmd_AddCommand( "unbind", Key_Unbind_f, "removes a command on the specified key in bindmap" ); Cmd_AddCommand( "unbindall", Key_Unbindall_f, "removes all commands from all keys in bindmap" ); Cmd_AddCommand( "resetkeys", Key_Reset_f, "reset all keys to their default values" ); Cmd_AddCommand( "bindlist", Key_Bindlist_f, "display current key bindings" ); Cmd_AddCommand( "makehelp", Key_EnumCmds_f, "write help.txt that contains all console cvars and cmds" ); // setup default binding. "unbindall" from config.cfg will be reset it for( kn = keynames; kn->name; kn++ ) Key_SetBinding( kn->keynum, kn->binding ); } /* =================== Key_AddKeyUpCommands =================== */ void Key_AddKeyUpCommands( int key, const char *kb ) { int i; char button[1024], *buttonPtr; char cmd[1024]; qboolean keyevent; if( !kb ) return; keyevent = false; buttonPtr = button; for( i = 0; ; i++ ) { if( kb[i] == ';' || !kb[i] ) { *buttonPtr = '\0'; if( button[0] == '+' ) { // button commands add keynum as a parm Q_sprintf( cmd, "-%s %i\n", button+1, key ); Cbuf_AddText( cmd ); keyevent = true; } else { if( keyevent ) { // 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; } } /* =================== Key_Event Called by the system for both key up and key down events =================== */ void Key_Event( int key, qboolean down ) { const char *kb; char cmd[1024]; // key was pressed before engine was run if( !keys[key].down && !down ) return; // update auto-repeat status and BUTTON_ANY status keys[key].down = down; if( down ) { keys[key].repeats++; if( key != K_BACKSPACE && key != K_PAUSE && keys[key].repeats > 1 ) { if( cls.key_dest == key_game ) { // ignore most autorepeats return; } } } else { 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( (word)GetKeyboardLayout( 0 ) == (word)0x419 ) { if( cls.key_dest != key_game ) return; } if( !down ) return; Con_ToggleConsole_f(); return; } // escape is always handled special if( key == K_ESCAPE && down ) { switch( cls.key_dest ) { case key_game: if( gl_showtextures->value ) { // close texture atlas Cvar_SetValue( "r_showtextures", 0.0f ); return; } 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: 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 ); } } /* ========= 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 ); } }