Xash3D FWGS engine.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 

1213 lines
25 KiB

/*
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"
#include "platform/platform.h"
typedef struct
{
qboolean down;
qboolean gamedown;
int repeats; // if > 1, it is autorepeating
const char *binding;
} enginekey_t;
typedef struct keyname_s
{
const 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, "" },
{"SCROLLOCK", K_SCROLLOCK, "" },
{"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" },
// Gamepad
// A/B X/Y names match the Xbox controller layout
{"A_BUTTON", K_A_BUTTON, "+jump"},
{"B_BUTTON", K_B_BUTTON, "+use"},
{"X_BUTTON", K_X_BUTTON, "+reload"},
{"Y_BUTTON", K_Y_BUTTON, "impulse 100"}, // Flashlight
{"BACK", K_BACK_BUTTON, "cancelselect"}, // Menu
{"MODE", K_MODE_BUTTON, ""},
{"START", K_START_BUTTON, "pause"},
{"STICK1", K_LSTICK, "+speed"},
{"STICK2", K_RSTICK, "+duck"},
{"L1_BUTTON", K_L1_BUTTON, "+duck"},
{"R1_BUTTON", K_R1_BUTTON, "+attack"},
{"DPAD_UP", K_DPAD_UP, "impulse 201"}, // Spray
{"DPAD_DOWN", K_DPAD_DOWN, "lastinv"},
{"DPAD_LEFT", K_DPAD_LEFT, "invprev"},
{"DPAD_RIGHT", K_DPAD_RIGHT, "invnext"},
{"L2_BUTTON", K_L2_BUTTON, "+speed"},
{"R2_BUTTON", K_R2_BUTTON, "+attack2"},
{"LTRIGGER" , K_JOY1 , "+speed"}, // L2 in SDL2
{"RTRIGGER" , K_JOY2 , "+attack2"}, // R2 in SDL2
{"JOY3" , K_JOY3 , ""},
{"JOY4" , K_JOY4 , ""},
{"C_BUTTON", K_C_BUTTON, ""},
{"Z_BUTTON", K_Z_BUTTON, ""},
{"AUX20", K_AUX20, ""}, // generic
{"AUX21", K_AUX21, ""},
{"AUX22", K_AUX22, ""},
{"AUX23", K_AUX23, ""},
{"AUX24", K_AUX24, ""},
{"AUX25", K_AUX25, ""},
{"AUX26", K_AUX26, ""},
{"AUX27", K_AUX27, ""},
{"AUX28", K_AUX28, ""},
{"AUX29", K_AUX29, ""},
{"AUX30", K_AUX30, ""},
{"AUX31", K_AUX31, ""},
{"AUX32", K_AUX32, ""},
// raw semicolon seperates commands
{"SEMICOLON", ';', "" },
{NULL, 0, NULL },
};
static void OSK_EnableTextInput( qboolean enable, qboolean force );
static qboolean OSK_KeyEvent( int key, int down );
static convar_t *osk_enable;
static convar_t *key_rotate;
/*
===================
Key_IsDown
===================
*/
int GAME_EXPORT 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 != ';' && keynum != K_SCROLLOCK )
{
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 GAME_EXPORT 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 *pBinding )
{
int i, len;
const char *p;
if( !pBinding ) return -1;
len = Q_strlen( pBinding );
for( i = 0; i < 256; i++ )
{
if( !keys[i].binding )
continue;
p = keys[i].binding;
if( *p == '+' )
p++;
if( !Q_strnicmp( p, pBinding, len ) )
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, "" );
}
// set some defaults
Key_SetBinding( K_ESCAPE, "escape" );
}
/*
===================
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( !COM_CheckString( keys[i].binding ))
continue;
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( !COM_CheckString( keys[i].binding ))
continue;
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_AddRestrictedCommand( "bind", Key_Bind_f, "binds a command to the specified key in bindmap" );
Cmd_AddRestrictedCommand( "unbind", Key_Unbind_f, "removes a command on the specified key in bindmap" );
Cmd_AddRestrictedCommand( "unbindall", Key_Unbindall_f, "removes all commands from all keys in bindmap" );
Cmd_AddRestrictedCommand( "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 );
osk_enable = Cvar_Get( "osk_enable", "0", FCVAR_ARCHIVE | FCVAR_PRIVILEGED, "enable built-in on-screen keyboard" );
key_rotate = Cvar_Get( "key_rotate", "0", FCVAR_ARCHIVE | FCVAR_PRIVILEGED, "rotate arrow keys (0-3)" );
}
/*
===================
Key_AddKeyCommands
===================
*/
void Key_AddKeyCommands( int key, const char *kb, qboolean down )
{
char button[1024];
char *buttonPtr;
char cmd[1024];
int i;
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_sprintf( cmd, "%s %i\n", button, key );
else Q_sprintf( 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(( 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 );
Touch_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( CVAR_TO_BOOL( gl_showtextures ))
{
// close texture atlas
Cvar_SetValue( "r_showtextures", 0.0f );
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_text_api )
Key_EnableTextInput( true, false );
//pass printable chars for old menus
if( !gameui.use_text_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( CVAR_TO_BOOL( osk_enable ) )
{
OSK_EnableTextInput( enable, force );
return;
}
if( enable && ( !host.textmode || force ) )
Platform_EnableTextInput( true );
else if( !enable )
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:
Key_EnableTextInput( true, false );
cls.key_dest = key_console;
break;
case key_message:
Key_EnableTextInput( true, false );
cls.key_dest = key_message;
break;
default:
Host_Error( "Key_SetKeyDest: wrong destination (%i)\n", 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 || !CVAR_TO_BOOL( osk_enable ) )
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 = osk.curbutton.val == OSK_SHIFT;
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;
}
if( !Q_stricmp( cl_charset->string, "utf-8" ) )
ch = (unsigned char)osk.curbutton.val;
else
ch = Con_UtfProcessCharForce( (unsigned char)osk.curbutton.val );
if( !ch )
break;
Con_CharEvent( ch );
if( cls.key_dest == key_menu )
UI_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 )
{
qboolean old = osk.enable;
osk.enable = enable;
if( osk.enable && (!old || force) )
{
osk.curlayout = 0;
osk.curbutton.val = osk_keylayout[osk.curlayout][osk.curbutton.y][osk.curbutton.x];
}
}
#define X_START 0.1347475f
#define Y_START 0.567f
#define X_STEP 0.05625
#define Y_STEP 0.0825
/*
============
Joy_DrawSymbolButton
Draw button with symbol on it
============
*/
static void OSK_DrawSymbolButton( int symb, float x, float y, float width, float height )
{
char str[] = {symb & 255, 0};
byte color[] = { 255, 255, 255, 255 };
int x1 = x * refState.width,
y1 = y * refState.height,
w = width * refState.width,
h = height * refState.height;
if( symb == osk.curbutton.val )
{
ref.dllFuncs.FillRGBABlend( x1, y1, w, h, 255, 160, 0, 100 );
}
if( !symb || symb == ' ' || (symb >= OSK_TAB && symb < OSK_SPECKEY_LAST ) )
return;
Con_DrawCharacter( x1 + 1, y1, symb, color );
}
/*
=============
Joy_DrawSpecialButton
Draw special button, like shift, enter or esc
=============
*/
static void OSK_DrawSpecialButton( const char *name, float x, float y, float width, float height )
{
byte color[] = { 0, 255, 0, 255 };
Con_DrawString( x * refState.width, y * refState.height, name, color );
}
/*
=============
Joy_DrawOnScreenKeyboard
Draw on screen keyboard, if enabled
=============
*/
void OSK_Draw( void )
{
const char **curlayout = osk_keylayout[osk.curlayout]; // shortcut :)
float x, y;
int i, j;
if( !osk.enable || !CVAR_TO_BOOL(osk_enable) || !osk.curbutton.val )
return;
// draw keyboard
ref.dllFuncs.FillRGBABlend( X_START * refState.width, Y_START * refState.height,
X_STEP * MAX_OSK_ROWS * refState.width,
Y_STEP * MAX_OSK_LINES * refState.height, 100, 100, 100, 100 );
OSK_DrawSpecialButton( "-]", X_START, Y_START + Y_STEP * 2, X_STEP, Y_STEP );
OSK_DrawSpecialButton( "<-", X_START + X_STEP * 12, Y_START + Y_STEP * 2, X_STEP, Y_STEP );
OSK_DrawSpecialButton( "sh", X_START, Y_START + Y_STEP * 3, X_STEP, Y_STEP );
OSK_DrawSpecialButton( "en", X_START + X_STEP * 12, Y_START + Y_STEP * 3, X_STEP, Y_STEP );
for( y = Y_START, j = 0; j < MAX_OSK_LINES; j++, y += Y_STEP )
for( x = X_START, i = 0; i < MAX_OSK_ROWS; i++, x += X_STEP )
OSK_DrawSymbolButton( curlayout[j][i], x, y, X_STEP, Y_STEP );
}