Xash3D FWGS engine.
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/*
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
{
qboolean down;
int repeats; // if > 1, it is autorepeating
const char *binding;
} enginekey_t;
typedef struct keyname_s
{
char *name; // key name
int keynum; // key number
const char *binding; // default bind
} keyname_t;
enginekey_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 "<KEY NOT FOUND>";
if ( keynum < 0 || keynum > 255 ) return "<OUT OF RANGE>";
// 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 <key> : 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 <key> [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( 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( 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 );
}
}