1371 lines
34 KiB
C++
1371 lines
34 KiB
C++
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//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#include "keys.h"
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#include "cdll_engine_int.h"
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#include "cmd.h"
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#include "toolframework/itoolframework.h"
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#include "toolframework/itoolsystem.h"
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#include "tier1/utlbuffer.h"
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#include "vgui_baseui_interface.h"
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#include "tier2/tier2.h"
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#include "inputsystem/iinputsystem.h"
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#include "keyvalues.h"
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#include "host.h"
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#include "filesystem.h"
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#include "filesystem_engine.h"
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#include "cheatcodes.h"
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#include "baseclientstate.h" // splitscreen interface
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#include "tier1/fmtstr.h"
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#include "EngineSoundInternal.h"
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#ifndef DEDICATED
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#include "cl_splitscreen.h"
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#endif
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#if defined( INCLUDE_SCALEFORM )
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#include "scaleformui/scaleformui.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar in_forceuser( "in_forceuser", "0", FCVAR_CHEAT, "Force user input to this split screen player." );
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enum KeyUpTarget_t
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{
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KEY_UP_ANYTARGET = 0,
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KEY_UP_ENGINE,
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KEY_UP_VGUI,
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KEY_UP_TOOLS,
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KEY_UP_CLIENT,
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KEY_UP_GAMEUI,
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KEY_UP_SCALEFORM,
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KEY_UP_OVERLAY,
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KEY_UP_TARGET_COUNT
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};
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struct KeyInfo_t
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{
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char *m_pKeyBinding;
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unsigned char m_nKeyUpTarget : 4; // see KeyUpTarget_t
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unsigned char m_bKeyDown : 1;
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};
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//-----------------------------------------------------------------------------
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// Current keypress state
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//-----------------------------------------------------------------------------
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struct KeyContext_t
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{
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KeyContext_t()
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{
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// NOTE: If this compile-time assert fails, modify the bit count
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// in KeyInfo_t::m_nKeyUpTarget
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COMPILE_TIME_ASSERT( KEY_UP_TARGET_COUNT < 16 );
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Q_memset( m_pKeyInfo, 0, sizeof( m_pKeyInfo ) );
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m_bTrapMode = false;
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m_bDoneTrapping = false;
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m_nTrapKeyUp = BUTTON_CODE_INVALID;
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m_nTrapKey = BUTTON_CODE_INVALID;
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}
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KeyInfo_t m_pKeyInfo[BUTTON_CODE_LAST];
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//-----------------------------------------------------------------------------
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// Trap mode is used by the keybinding UI
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//-----------------------------------------------------------------------------
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bool m_bTrapMode;
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bool m_bDoneTrapping;
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ButtonCode_t m_nTrapKeyUp;
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ButtonCode_t m_nTrapKey;
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};
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static KeyContext_t s_KeyContext;
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//-----------------------------------------------------------------------------
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// Can keys be passed to various targets?
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//-----------------------------------------------------------------------------
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static inline bool ShouldPassKeyUpToTarget( ButtonCode_t code, KeyUpTarget_t target )
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{
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if (code < 0 || code >= BUTTON_CODE_LAST)
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return true;
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return ( s_KeyContext.m_pKeyInfo[code].m_nKeyUpTarget == target ) || ( s_KeyContext.m_pKeyInfo[code].m_nKeyUpTarget == KEY_UP_ANYTARGET );
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}
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ButtonCode_t GetSplitPlayerJoystickCode( ButtonCode_t bc )
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{
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#ifdef DEDICATED
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return bc;
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#else
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if ( !IsJoystickCode( bc ) && !IsSteamControllerCode( bc ) )
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return bc;
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int nJoystick = GET_ACTIVE_SPLITSCREEN_SLOT();
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return ButtonCodeToJoystickButtonCode( bc, nJoystick );
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#endif
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}
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void Key_SetBinding( ButtonCode_t keynum, const char *pBinding )
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{
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char *pNewBinding;
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int l;
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if ( keynum == BUTTON_CODE_INVALID )
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return;
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keynum = GetSplitPlayerJoystickCode( keynum );
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// free old bindings
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if ( s_KeyContext.m_pKeyInfo[keynum].m_pKeyBinding )
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{
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// Exactly the same, don't re-bind and fragment memory
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if ( !Q_strcmp( s_KeyContext.m_pKeyInfo[keynum].m_pKeyBinding, pBinding ) )
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return;
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delete[] s_KeyContext.m_pKeyInfo[keynum].m_pKeyBinding;
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s_KeyContext.m_pKeyInfo[keynum].m_pKeyBinding = NULL;
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}
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// allocate memory for new binding
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l = Q_strlen( pBinding );
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pNewBinding = (char *)new char[ l+1 ];
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Q_strncpy( pNewBinding, pBinding, l + 1 );
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pNewBinding[l] = 0;
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s_KeyContext.m_pKeyInfo[keynum].m_pKeyBinding = pNewBinding;
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#if defined( INCLUDE_SCALEFORM )
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if ( g_pScaleformUI )
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{
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g_pScaleformUI->UpdateBindingForButton( keynum, pBinding );
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}
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#endif
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#ifndef DEDICATED
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if ( g_ClientDLL )
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{
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g_ClientDLL->OnKeyBindingChanged( keynum, g_pInputSystem->ButtonCodeToString( (ButtonCode_t)keynum ), pNewBinding );
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}
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#endif
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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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CON_COMMAND( unbind, "Unbind a key." )
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{
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ButtonCode_t b;
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if ( args.ArgC() != 2 )
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{
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ConMsg( "unbind <key> : remove commands from a key\n" );
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return;
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}
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b = g_pInputSystem->StringToButtonCode( args[1] );
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if ( b == BUTTON_CODE_INVALID )
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{
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ConMsg( "\"%s\" isn't a valid key\n", args[1] );
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return;
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}
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if ( b == KEY_ESCAPE )
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{
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ConMsg( "Can't unbind ESCAPE key\n" );
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return;
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}
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Key_SetBinding( b, "" );
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}
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CON_COMMAND( unbindall, "Unbind all keys." )
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{
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int i;
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for ( i=0; i<BUTTON_CODE_LAST; i++ )
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{
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if ( !s_KeyContext.m_pKeyInfo[i].m_pKeyBinding )
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continue;
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// Don't ever unbind escape or console key
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if ( i == KEY_ESCAPE )
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continue;
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if ( i == KEY_BACKQUOTE )
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continue;
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Key_SetBinding( (ButtonCode_t)i, "" );
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}
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}
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CON_COMMAND( unbindalljoystick, "Unbind all joystick keys." )
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{
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int i;
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for ( i = 0; i < BUTTON_CODE_LAST; i++ )
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{
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if ( !s_KeyContext.m_pKeyInfo[i].m_pKeyBinding )
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continue;
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// Don't ever unbind escape or console key
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if ( i == KEY_ESCAPE )
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continue;
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if ( i == KEY_BACKQUOTE )
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continue;
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if ( IsJoystickCode( ( ButtonCode_t )i ) )
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{
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Key_SetBinding( (ButtonCode_t)i, "" );
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}
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}
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}
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CON_COMMAND( unbindallmousekeyboard, "Unbind all mouse / keyboard keys." )
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{
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int i;
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for ( i = 0; i < BUTTON_CODE_LAST; i++ )
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{
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if ( !s_KeyContext.m_pKeyInfo[i].m_pKeyBinding )
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continue;
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// Don't ever unbind escape or console key
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if ( i == KEY_ESCAPE )
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continue;
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if ( i == KEY_BACKQUOTE )
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continue;
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if ( IsMouseCode( ( ButtonCode_t )i ) || IsKeyCode( ( ButtonCode_t )i ) )
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{
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Key_SetBinding( (ButtonCode_t)i, "" );
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}
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}
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}
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#ifndef DEDICATED
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CON_COMMAND_F( escape, "Escape key pressed.", FCVAR_CLIENTCMD_CAN_EXECUTE )
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{
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EngineVGui()->HideGameUI();
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}
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#endif
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/*
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===================
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Key_Bind_f
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===================
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*/
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static void BindHelper( const CCommand &args )
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{
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int i, c;
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ButtonCode_t b;
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char cmd[1024];
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c = args.ArgC();
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if ( c != 2 && c != 3 )
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{
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ConMsg( "bind <key> [command] : attach a command to a key\n" );
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return;
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}
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b = g_pInputSystem->StringToButtonCode( args[1] );
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if ( b == BUTTON_CODE_INVALID )
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{
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ConMsg( "\"%s\" isn't a valid key\n", args[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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b = GetSplitPlayerJoystickCode( b );
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if (s_KeyContext.m_pKeyInfo[b].m_pKeyBinding)
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{
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ConMsg( "\"%s\" = \"%s\"\n", args[1], s_KeyContext.m_pKeyInfo[b].m_pKeyBinding );
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}
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else
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{
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ConMsg( "\"%s\" is not bound\n", args[1] );
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}
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return;
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}
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if ( b == KEY_ESCAPE )
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{
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Q_strncpy( cmd, "cancelselect", sizeof( cmd ) );
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}
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else
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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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if (i > 2)
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{
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Q_strncat( cmd, " ", sizeof( cmd ), COPY_ALL_CHARACTERS );
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}
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Q_strncat( cmd, args[i], sizeof( cmd ), COPY_ALL_CHARACTERS );
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}
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}
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Key_SetBinding( b, cmd );
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}
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CON_COMMAND( bind, "Bind a key." )
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{
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BindHelper( args );
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}
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CON_COMMAND( bind_osx, "Bind a key for OSX only." )
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{
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if ( IsOSX() )
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BindHelper( args );
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}
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/*
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============
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GetDefaultKeyBindings
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Returns a KeyValues object holding default keybindings. Caller is responsible for freeing
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the KeyValues object.
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============
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*/
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KeyValues *GetDefaultKeyBindings( void )
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{
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KeyValues *defaults = new KeyValues( "defaults" );
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FileHandle_t f;
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char szFileName[ _MAX_PATH ];
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char token[ 1024 ];
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char szKeyName[ 256 ];
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// read kb_def file to get default key binds
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Q_snprintf( szFileName, sizeof( szFileName ), "%skb_def" PLATFORM_EXT ".lst", SCRIPT_DIR );
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f = g_pFileSystem->Open( szFileName, "r");
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if ( !f )
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{
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ConMsg( "Couldn't open kb_def.lst\n" );
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return defaults;
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}
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// read file into memory
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int size = g_pFileSystem->Size(f);
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char *startbuf = new char[ size + 1 ];
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g_pFileSystem->Read( startbuf, size, f );
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g_pFileSystem->Close( f );
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startbuf[size] = 0;
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const char *buf = startbuf;
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while ( 1 )
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{
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buf = COM_ParseFile( buf, token, sizeof( token ) );
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if ( strlen( token ) <= 0 )
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break;
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Q_strncpy ( szKeyName, token, sizeof( szKeyName ) );
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buf = COM_ParseFile( buf, token, sizeof( token ) );
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if ( strlen( token ) <= 0 ) // Error
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break;
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defaults->SetString( token, szKeyName );
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}
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delete [] startbuf; // cleanup on the way out
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return defaults;
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}
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const char *GetSuggestedBinding( const char *command, KeyValues *defaults )
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{
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if ( !defaults )
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return NULL;
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const char *suggestedKeyString = defaults->GetString( command, NULL );
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if ( suggestedKeyString )
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{
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return suggestedKeyString;
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}
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// If no exact match, scan for substring matches
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for ( KeyValues *keybind = defaults->GetFirstSubKey(); keybind != NULL; keybind = keybind->GetNextKey() )
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{
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const char *suggestedKeyString = keybind->GetString();
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const char *suggestedCommand = keybind->GetName();
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const char *subStr = V_stristr( suggestedCommand, command );
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if ( subStr != NULL )
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{
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return suggestedKeyString;
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}
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}
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return NULL;
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}
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/*
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============
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Key_ForceBind_f
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Find empty keys for the incoming command strings and bind them
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============
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*/
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void Key_ForceBind_f( const CCommand &args )
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{
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int argc = args.ArgC();
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if ( argc < 2 )
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return;
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KeyValues *defaults = GetDefaultKeyBindings();
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Color boundColor( 0, 255, 64, 255 );
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Color unboundColor( 255, 0, 64, 255 );
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for ( int arg = 1; arg<argc; ++arg )
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{
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const char *command = args[arg];
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const char *currentKeyBinding = Key_NameForBinding(command);
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const char *suggestedKeyString = GetSuggestedBinding(command, defaults);
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if ( !suggestedKeyString && currentKeyBinding )
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{
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// if we don't have a suggested keybind, unbind the command
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ButtonCode_t key = g_pInputSystem->StringToButtonCode( currentKeyBinding );
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if ( key == - 1 || key == KEY_ESCAPE )
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{
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continue;
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}
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ConColorMsg( boundColor, "Unbound obsolete command \"%s\"\n", command );
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Key_SetBinding( key, "" );
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continue;
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}
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if ( currentKeyBinding != NULL )
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continue; // Already bound
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if ( suggestedKeyString == NULL )
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continue; // Was a key to be unbound
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ButtonCode_t suggestedKeynum = g_pInputSystem->StringToButtonCode( suggestedKeyString );
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const char *suggestedBind = Key_BindingForKey( suggestedKeynum );
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if ( suggestedKeynum != -1 && (suggestedBind == NULL || *suggestedBind == '\0') )
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{
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ConColorMsg( boundColor, "Bound \"%s\" to key %s\n", command, suggestedKeyString );
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Key_SetBinding(suggestedKeynum, command);
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}
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else
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{
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// Their suggestion was taken, so we need to find a key since we can't return empty handed.
|
||
|
int newTry = suggestedKeynum + 1;
|
||
|
if ( newTry > KEY_SCROLLLOCKTOGGLE )
|
||
|
newTry = KEY_0;
|
||
|
while( newTry != suggestedKeynum )
|
||
|
{
|
||
|
const char *newString = g_pInputSystem->ButtonCodeToString( (ButtonCode_t)newTry );
|
||
|
const char *newTryBind = Key_BindingForKey( (ButtonCode_t)newTry );
|
||
|
if ( newTryBind == NULL || *newTryBind == '\0' ) // Never set, or unset.
|
||
|
{
|
||
|
ConColorMsg( boundColor, "Bound \"%s\" to key %s\n", command, newString );
|
||
|
Key_SetBinding( (ButtonCode_t)newTry, command );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
newTry++;
|
||
|
if ( newTry > KEY_SCROLLLOCKTOGGLE )
|
||
|
newTry = KEY_0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( Key_NameForBinding(command) == NULL )
|
||
|
{
|
||
|
ConColorMsg( unboundColor, "Unable to bind \"%s\" to a key\n", command );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
defaults->deleteThis();
|
||
|
}
|
||
|
static ConCommand forcebind("forcebind",Key_ForceBind_f, "Bind a command to an available key. (forcebind command opt:suggestedKey)" );
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Key_CountBindings
|
||
|
|
||
|
Count number of lines of bindings we'll be writing
|
||
|
============
|
||
|
*/
|
||
|
int Key_CountBindings( void )
|
||
|
{
|
||
|
int i;
|
||
|
int c = 0;
|
||
|
|
||
|
for ( i = 0; i < BUTTON_CODE_LAST; i++ )
|
||
|
{
|
||
|
if ( !s_KeyContext.m_pKeyInfo[i].m_pKeyBinding || !s_KeyContext.m_pKeyInfo[i].m_pKeyBinding[0] )
|
||
|
continue;
|
||
|
|
||
|
c++;
|
||
|
}
|
||
|
|
||
|
return c;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Key_WriteBindings
|
||
|
|
||
|
Writes lines containing "bind key value"
|
||
|
============
|
||
|
*/
|
||
|
void Key_WriteBindings( CUtlBuffer &buf, const int iSplitscreenSlot /*= -1*/ )
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
CUtlVector< CUtlString > deferred[ MAX_SPLITSCREEN_CLIENTS ];
|
||
|
for ( i = 0 ; i < BUTTON_CODE_LAST ; i++ )
|
||
|
{
|
||
|
char const *pszBinding = s_KeyContext.m_pKeyInfo[i].m_pKeyBinding;
|
||
|
|
||
|
if ( !pszBinding || !*pszBinding)
|
||
|
continue;
|
||
|
|
||
|
char const *pszKeyName = g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i );
|
||
|
|
||
|
int nSlot = GetJoystickForCode( (ButtonCode_t)i );
|
||
|
|
||
|
if ( iSplitscreenSlot >= 0 )
|
||
|
{
|
||
|
// only bind commands for this controller, don't use cmd2
|
||
|
if ( iSplitscreenSlot != nSlot )
|
||
|
continue;
|
||
|
|
||
|
buf.Printf( "bind \"%s\" \"%s\"\n", pszKeyName, pszBinding );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( nSlot == 0 )
|
||
|
{
|
||
|
buf.Printf( "bind \"%s\" \"%s\"\n", pszKeyName, pszBinding );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CUtlString str;
|
||
|
str = CFmtStrN< 2048 >( "cmd%d bind \"%s\" \"%s\"\n", nSlot + 1, pszKeyName, pszBinding );
|
||
|
deferred[ nSlot ].AddToTail( str );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for ( int nSlot = 1; nSlot < host_state.max_splitscreen_players; ++nSlot )
|
||
|
{
|
||
|
int c = deferred[ nSlot ].Count();
|
||
|
for ( int i = 0; i < c; ++i )
|
||
|
{
|
||
|
buf.Printf( "%s", deferred[ nSlot ][ i ].String() );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Key_NameForBinding
|
||
|
|
||
|
Returns the keyname to which a binding string is bound. E.g., if
|
||
|
TAB is bound to +use then searching for +use will return "TAB"
|
||
|
============
|
||
|
*/
|
||
|
|
||
|
static bool IsKeyBoundedToBinding( int i, const char* pBind )
|
||
|
{
|
||
|
char *pszBinding = s_KeyContext.m_pKeyInfo[i].m_pKeyBinding;
|
||
|
|
||
|
if ( pszBinding && *pszBinding )
|
||
|
{
|
||
|
if ( !strchr( pszBinding, ';' ) )
|
||
|
{
|
||
|
// Not a list of commands, do it the easy way
|
||
|
if ( pszBinding[ 0 ] == '+' )
|
||
|
{
|
||
|
++pszBinding;
|
||
|
}
|
||
|
|
||
|
if ( !Q_strcasecmp( pszBinding, (char *)pBind ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Tokenize the binding name (could be more than one binding)
|
||
|
char szBinding[ 256 ];
|
||
|
Q_strncpy( szBinding, pszBinding, sizeof( szBinding ) );
|
||
|
|
||
|
pszBinding = strtok( szBinding, ";" );
|
||
|
|
||
|
while ( pszBinding )
|
||
|
{
|
||
|
if ( pszBinding[ 0 ] == '+' )
|
||
|
{
|
||
|
++pszBinding;
|
||
|
}
|
||
|
|
||
|
if ( !Q_strcasecmp( pszBinding, (char *)pBind ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
pszBinding = strtok( NULL, ";" );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
const char *Key_NameForBinding( const char *pBinding, int userId, int iStartCount, BindingLookupOption_t nFlags )
|
||
|
{
|
||
|
int i = Key_CodeForBinding( pBinding, userId, iStartCount, nFlags );
|
||
|
|
||
|
if( pBinding && i != BUTTON_CODE_INVALID )
|
||
|
{
|
||
|
const char *pBind = pBinding;
|
||
|
|
||
|
if ( pBinding[0] == '+' )
|
||
|
{
|
||
|
++pBind;
|
||
|
}
|
||
|
|
||
|
if ( IsKeyBoundedToBinding( i, pBind ) )
|
||
|
{
|
||
|
return g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Key_CodeForBinding
|
||
|
|
||
|
Returns the keycode to which a binding string is bound. E.g., if
|
||
|
TAB is bound to +use then searching for +use will return KEY_TAB
|
||
|
============
|
||
|
*/
|
||
|
int Key_CodeForBinding( const char *pBinding, int userId, int iStartCount, BindingLookupOption_t nFlags )
|
||
|
{
|
||
|
if( pBinding )
|
||
|
{
|
||
|
const char *pBind = pBinding;
|
||
|
|
||
|
if ( pBinding[0] == '+' )
|
||
|
{
|
||
|
++pBind;
|
||
|
}
|
||
|
|
||
|
int iCount = 0;
|
||
|
|
||
|
if ( IsPC() || userId < 0 || nFlags == BINDINGLOOKUP_ALL )
|
||
|
{
|
||
|
for( int i=0 ; i < BUTTON_CODE_LAST ; i++ )
|
||
|
{
|
||
|
if( IsKeyBoundedToBinding( i, pBind ) )
|
||
|
{
|
||
|
if ( nFlags == BINDINGLOOKUP_ALL ||
|
||
|
( nFlags == BINDINGLOOKUP_STEAMCONTROLLER_ONLY && ( i >= STEAMCONTROLLER_FIRST && i <= STEAMCONTROLLER_LAST ) ) ||
|
||
|
( nFlags == BINDINGLOOKUP_KEYBOARD_ONLY && ( i < JOYSTICK_FIRST || i > JOYSTICK_LAST ) && ( i < STEAMCONTROLLER_FIRST || i > STEAMCONTROLLER_LAST ) ) ||
|
||
|
( nFlags == BINDINGLOOKUP_JOYSTICK_ONLY && ( i >= JOYSTICK_FIRST && i <= JOYSTICK_LAST ) ) )
|
||
|
{
|
||
|
if ( iCount == iStartCount )
|
||
|
{
|
||
|
return i;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
++iCount;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
int first = userId * JOYSTICK_MAX_BUTTON_COUNT + JOYSTICK_FIRST_BUTTON;
|
||
|
int last = first + JOYSTICK_MAX_BUTTON_COUNT;
|
||
|
|
||
|
for( int i = first; i < last; ++i )
|
||
|
{
|
||
|
if( IsKeyBoundedToBinding( i, pBind ) )
|
||
|
{
|
||
|
if ( iCount == iStartCount )
|
||
|
{
|
||
|
return i;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
++iCount;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
first = userId * JOYSTICK_POV_BUTTON_COUNT + JOYSTICK_FIRST_POV_BUTTON;
|
||
|
last = first + JOYSTICK_POV_BUTTON_COUNT;
|
||
|
for( int i = first; i < last; ++i )
|
||
|
{
|
||
|
if( IsKeyBoundedToBinding( i, pBind ) )
|
||
|
{
|
||
|
if ( iCount == iStartCount )
|
||
|
{
|
||
|
return i;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
++iCount;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
first = userId * JOYSTICK_AXIS_BUTTON_COUNT + JOYSTICK_FIRST_AXIS_BUTTON;
|
||
|
last = first + JOYSTICK_AXIS_BUTTON_COUNT;
|
||
|
for( int i = first; i < last; ++i )
|
||
|
{
|
||
|
if( IsKeyBoundedToBinding( i, pBind ) )
|
||
|
{
|
||
|
if ( iCount == iStartCount )
|
||
|
{
|
||
|
return i;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
++iCount;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
first = userId * STEAMCONTROLLER_MAX_BUTTON_COUNT + STEAMCONTROLLER_FIRST_BUTTON;
|
||
|
last = first + STEAMCONTROLLER_MAX_BUTTON_COUNT;
|
||
|
|
||
|
for( int i = first; i < last; ++i )
|
||
|
{
|
||
|
if( IsKeyBoundedToBinding( i, pBind ) )
|
||
|
{
|
||
|
if ( iCount == iStartCount )
|
||
|
{
|
||
|
return i;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
++iCount;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
first = userId * STEAMCONTROLLER_AXIS_BUTTON_COUNT + STEAMCONTROLLER_FIRST_AXIS_BUTTON;
|
||
|
last = first + STEAMCONTROLLER_AXIS_BUTTON_COUNT;
|
||
|
for( int i = first; i < last; ++i )
|
||
|
{
|
||
|
if( IsKeyBoundedToBinding( i, pBind ) )
|
||
|
{
|
||
|
if ( iCount == iStartCount )
|
||
|
{
|
||
|
return i;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
++iCount;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// Xbox 360 controller: Handle the dual bindings for duck and zoom
|
||
|
if ( !Q_stricmp( "duck", pBind ) )
|
||
|
return Key_CodeForBinding( "toggle_duck", userId, iCount );
|
||
|
|
||
|
if ( !Q_stricmp( "zoom", pBind ) )
|
||
|
return Key_CodeForBinding( "toggle_zoom", userId, iCount );
|
||
|
|
||
|
}
|
||
|
|
||
|
return BUTTON_CODE_INVALID;
|
||
|
}
|
||
|
|
||
|
const char *Key_BindingForKey( ButtonCode_t code )
|
||
|
{
|
||
|
if ( code < 0 || code > BUTTON_CODE_LAST )
|
||
|
return NULL;
|
||
|
return s_KeyContext.m_pKeyInfo[ code ].m_pKeyBinding;
|
||
|
}
|
||
|
|
||
|
CON_COMMAND( key_listboundkeys, "List bound keys with bindings." )
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
for (i=0 ; i<BUTTON_CODE_LAST ; i++)
|
||
|
{
|
||
|
const char *pBinding = Key_BindingForKey( (ButtonCode_t)i );
|
||
|
if ( !pBinding || !pBinding[0] )
|
||
|
continue;
|
||
|
|
||
|
if ( !IsJoystickCode( (ButtonCode_t)i ) && !IsSteamControllerCode( (ButtonCode_t)i ) )
|
||
|
{
|
||
|
ConMsg( "\"%s\" = \"%s\"\n", g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i ), pBinding );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
int nSlot = GetJoystickForCode( (ButtonCode_t)i );
|
||
|
ConMsg( "[%d:%d]\"%s\" = \"%s\"\n", i, nSlot, g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i ), pBinding );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
CON_COMMAND( key_findbinding, "Find key bound to specified command string." )
|
||
|
{
|
||
|
if ( args.ArgC() != 2 )
|
||
|
{
|
||
|
ConMsg( "usage: key_findbinding substring\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
const char *substring = args[1];
|
||
|
if ( !substring || !substring[ 0 ] )
|
||
|
{
|
||
|
ConMsg( "usage: key_findbinding substring\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int i;
|
||
|
|
||
|
for (i=0 ; i<BUTTON_CODE_LAST ; i++)
|
||
|
{
|
||
|
const char *pBinding = Key_BindingForKey( (ButtonCode_t)i );
|
||
|
if ( !pBinding || !pBinding[0] )
|
||
|
continue;
|
||
|
|
||
|
if ( Q_strstr( pBinding, substring ) )
|
||
|
{
|
||
|
if ( !IsJoystickCode( (ButtonCode_t)i ) )
|
||
|
{
|
||
|
ConMsg( "\"%s\" = \"%s\"\n",
|
||
|
g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i ), pBinding );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
int nSlot = GetJoystickForCode( (ButtonCode_t)i );
|
||
|
ConMsg( "[%d] \"%s\" = \"%s\"\n",
|
||
|
nSlot, g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i ), pBinding );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Initialization, shutdown
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void Key_Init (void)
|
||
|
{
|
||
|
ReadCheatCommandsFromFile( "scripts/cheatcodes.txt" );
|
||
|
ReadCheatCommandsFromFile( "scripts/mod_cheatcodes.txt" );
|
||
|
}
|
||
|
|
||
|
void Key_Shutdown( void )
|
||
|
{
|
||
|
for ( int i = 0; i < ARRAYSIZE( s_KeyContext.m_pKeyInfo ); ++i )
|
||
|
{
|
||
|
delete[] s_KeyContext.m_pKeyInfo[ i ].m_pKeyBinding;
|
||
|
s_KeyContext.m_pKeyInfo[ i ].m_pKeyBinding = NULL;
|
||
|
}
|
||
|
|
||
|
ClearCheatCommands();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Starts trap mode (used for keybinding UI)
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void Key_StartTrapMode( void )
|
||
|
{
|
||
|
if ( s_KeyContext.m_bTrapMode )
|
||
|
return;
|
||
|
|
||
|
Assert( !s_KeyContext.m_bDoneTrapping && s_KeyContext.m_nTrapKeyUp == BUTTON_CODE_INVALID );
|
||
|
|
||
|
s_KeyContext.m_bDoneTrapping = false;
|
||
|
s_KeyContext.m_bTrapMode = true;
|
||
|
s_KeyContext.m_nTrapKeyUp = BUTTON_CODE_INVALID;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// We're done trapping once the first key is hit
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool Key_CheckDoneTrapping( ButtonCode_t& code )
|
||
|
{
|
||
|
if ( s_KeyContext.m_bTrapMode )
|
||
|
return false;
|
||
|
|
||
|
if ( !s_KeyContext.m_bDoneTrapping )
|
||
|
return false;
|
||
|
|
||
|
code = s_KeyContext.m_nTrapKey;
|
||
|
s_KeyContext.m_nTrapKey = BUTTON_CODE_INVALID;
|
||
|
|
||
|
// Reset since we retrieved the results
|
||
|
s_KeyContext.m_bDoneTrapping = false;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Filter out trapped keys
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static bool FilterTrappedKey( ButtonCode_t code, bool bDown )
|
||
|
{
|
||
|
// After we've trapped a key, we want to capture the button up message for that key
|
||
|
if ( s_KeyContext.m_nTrapKeyUp == code && !bDown )
|
||
|
{
|
||
|
s_KeyContext.m_nTrapKeyUp = BUTTON_CODE_INVALID;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Only key down events are trapped
|
||
|
if ( s_KeyContext.m_bTrapMode && bDown )
|
||
|
{
|
||
|
s_KeyContext.m_nTrapKey = code;
|
||
|
s_KeyContext.m_bTrapMode = false;
|
||
|
s_KeyContext.m_bDoneTrapping = true;
|
||
|
s_KeyContext.m_nTrapKeyUp = code;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
#ifndef DEDICATED
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Lets tools have a whack at key events
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static bool HandleToolKey( const InputEvent_t &event )
|
||
|
{
|
||
|
// Tools are not given typed messages
|
||
|
if ( event.m_nType == IE_KeyTyped || event.m_nType == IE_KeyCodeTyped )
|
||
|
return false;
|
||
|
|
||
|
IToolSystem *toolsys = toolframework->GetTopmostTool();
|
||
|
return toolsys && toolsys->TrapKey( (ButtonCode_t)event.m_nData, ( event.m_nType != IE_ButtonReleased ) );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Lets vgui have a whack at key events
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static bool HandleVGuiKey( const InputEvent_t &event )
|
||
|
{
|
||
|
bool bDown = ( event.m_nType == IE_ButtonPressed ) || ( event.m_nType == IE_ButtonDoubleClicked );
|
||
|
if ( bDown && IsGameConsole() )
|
||
|
{
|
||
|
ButtonCode_t code = (ButtonCode_t)event.m_nData;
|
||
|
LogKeyPress( code );
|
||
|
CheckCheatCodes();
|
||
|
}
|
||
|
|
||
|
return EngineVGui()->Key_Event( event );
|
||
|
}
|
||
|
|
||
|
|
||
|
#if defined( INCLUDE_SCALEFORM )
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Lets scaleform have a whack at key events
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static bool HandleScaleformKey( const InputEvent_t &event )
|
||
|
{
|
||
|
ButtonCode_t code = ( ButtonCode_t ) event.m_nData;
|
||
|
|
||
|
bool bDown = ( event.m_nType == IE_ButtonPressed ) || ( event.m_nType == IE_ButtonDoubleClicked );
|
||
|
if ( bDown )
|
||
|
{
|
||
|
if ( IsX360() )
|
||
|
{
|
||
|
LogKeyPress( code );
|
||
|
CheckCheatCodes();
|
||
|
}
|
||
|
|
||
|
|
||
|
#if defined ( CSTRIKE15 )
|
||
|
|
||
|
if ( !g_ClientDLL->IsLoadingScreenRaised() && !g_ClientDLL->IsChatRaised() && !g_ClientDLL->IsBindMenuRaised() && !g_ClientDLL->IsRadioPanelRaised() && !g_ClientDLL->IsTeamMenuRaised() )
|
||
|
#endif
|
||
|
{
|
||
|
|
||
|
const char * szBinding = s_KeyContext.m_pKeyInfo[ code ].m_pKeyBinding;
|
||
|
|
||
|
if ( szBinding && szBinding[0] )
|
||
|
{
|
||
|
// Add entries to this list if you want to PREVENT scaleform from filtering them
|
||
|
static const char *szNoFilterList[] =
|
||
|
{
|
||
|
"screenshot",
|
||
|
};
|
||
|
|
||
|
static const int kNumNoFilterEntries = sizeof( szNoFilterList ) / sizeof( szNoFilterList[0] );
|
||
|
|
||
|
for ( int idx=0; idx < kNumNoFilterEntries; ++idx )
|
||
|
{
|
||
|
if ( StringHasPrefix( szBinding, szNoFilterList[idx] ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Only filter these binds when the GameUI is active
|
||
|
static const char *szNoFilterListGameUI[] =
|
||
|
{
|
||
|
"messagemode",
|
||
|
"messagemode2",
|
||
|
"+showscores",
|
||
|
"togglescores",
|
||
|
"+voicerecord",
|
||
|
};
|
||
|
|
||
|
static const int kNumNoFilterEntriesGameUI = sizeof( szNoFilterListGameUI ) / sizeof( szNoFilterListGameUI[0] );
|
||
|
|
||
|
if ( !EngineVGui()->IsGameUIVisible() )
|
||
|
{
|
||
|
for ( int idx=0; idx < kNumNoFilterEntriesGameUI; ++idx )
|
||
|
{
|
||
|
if ( StringHasPrefix( szBinding, szNoFilterListGameUI[idx] ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return g_pScaleformUI->HandleInputEvent( event );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Lets the client have a whack at key events
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static bool HandleClientKey( const InputEvent_t &event )
|
||
|
{
|
||
|
// KeyTyped events are not handled by the client
|
||
|
if ( ( event.m_nType == IE_KeyCodeTyped ) || ( event.m_nType == IE_KeyTyped ) )
|
||
|
return false;
|
||
|
|
||
|
bool bDown = event.m_nType != IE_ButtonReleased;
|
||
|
ButtonCode_t code = (ButtonCode_t)event.m_nData;
|
||
|
|
||
|
if ( g_ClientDLL && g_ClientDLL->IN_KeyEvent( bDown ? 1 : 0, code, s_KeyContext.m_pKeyInfo[ code ].m_pKeyBinding ) == 0 )
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Lets the new Game UI system have a whack at key events
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static bool HandleGameUIKey( const InputEvent_t &event )
|
||
|
{
|
||
|
if ( g_ClientDLL && g_ClientDLL->HandleGameUIEvent( event ) )
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Lets the engine have a whack at key events
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static bool HandleEngineKey( const InputEvent_t &event )
|
||
|
{
|
||
|
// KeyTyped events are not handled by the client
|
||
|
if ( ( event.m_nType == IE_KeyCodeTyped ) || ( event.m_nType == IE_KeyTyped ) )
|
||
|
return false;
|
||
|
|
||
|
bool bDown = event.m_nType != IE_ButtonReleased;
|
||
|
ButtonCode_t code = (ButtonCode_t)event.m_nData;
|
||
|
|
||
|
// Warn about unbound keys
|
||
|
if ( IsPC() && bDown )
|
||
|
{
|
||
|
if ( IsJoystickCode( code ) &&
|
||
|
!IsJoystickAxisCode( code ) &&
|
||
|
!s_KeyContext.m_pKeyInfo[code].m_pKeyBinding )
|
||
|
{
|
||
|
ConDMsg( "[joy %d]%s is unbound.\n", GetJoystickForCode( code ), g_pInputSystem->ButtonCodeToString( code ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// key up events only generate commands if the game key binding is
|
||
|
// a button command (leading + sign). These will occur even in console mode,
|
||
|
// to keep the character from continuing an action started before a console
|
||
|
// switch. Button commands include the kenum as a parameter, so multiple
|
||
|
// downs can be matched with ups
|
||
|
char *kb = s_KeyContext.m_pKeyInfo[ code ].m_pKeyBinding;
|
||
|
if ( !kb || !kb[0] )
|
||
|
return false;
|
||
|
|
||
|
#if !defined( DEDICATED )
|
||
|
// Prevent keybindings from doing funky stuff unless in game (except toggleconsole)
|
||
|
if ( Q_stricmp( kb, "toggleconsole" ) )
|
||
|
{
|
||
|
extern IVEngineClient *engineClient;
|
||
|
if ( engineClient && !engineClient->IsConnected() )
|
||
|
return false; // prevent the keybinding from being processed without a game
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
char cmd[1024];
|
||
|
if ( !bDown )
|
||
|
{
|
||
|
if ( kb[0] == '+' )
|
||
|
{
|
||
|
Q_snprintf( cmd, sizeof( cmd ), "-%s %i\n", kb+1, code );
|
||
|
Cbuf_AddText( Cbuf_GetCurrentPlayer(), cmd, kCommandSrcUserInput );
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Send to the interpreter
|
||
|
if (kb[0] == '+')
|
||
|
{
|
||
|
// button commands add keynum as a parm
|
||
|
Q_snprintf( cmd, sizeof( cmd ), "%s %i\n", kb, code );
|
||
|
Cbuf_AddText( Cbuf_GetCurrentPlayer(), cmd, kCommandSrcUserInput );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Swallow console toggle if any modifier keys are down if it's bound to toggleconsole (the default)
|
||
|
if ( !Q_stricmp( kb, "toggleconsole" ) )
|
||
|
{
|
||
|
if ( s_KeyContext.m_pKeyInfo[KEY_LALT].m_bKeyDown || s_KeyContext.m_pKeyInfo[KEY_LSHIFT].m_bKeyDown || s_KeyContext.m_pKeyInfo[KEY_LCONTROL].m_bKeyDown ||
|
||
|
s_KeyContext.m_pKeyInfo[KEY_RALT].m_bKeyDown || s_KeyContext.m_pKeyInfo[KEY_RSHIFT].m_bKeyDown || s_KeyContext.m_pKeyInfo[KEY_RCONTROL].m_bKeyDown )
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
Cbuf_AddText( Cbuf_GetCurrentPlayer(), kb, kCommandSrcUserInput );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Helper function to make sure key down/key up events go to the right places
|
||
|
//-----------------------------------------------------------------------------
|
||
|
typedef bool (*FilterKeyFunc_t)( const InputEvent_t &event );
|
||
|
|
||
|
static bool FilterKey( const InputEvent_t &event, KeyUpTarget_t target, FilterKeyFunc_t func )
|
||
|
{
|
||
|
// Don't pass the key up or keytyped messages to this target if some other system wants it
|
||
|
ButtonCode_t code = (ButtonCode_t)event.m_nData;
|
||
|
bool bFilterableEvent = ( event.m_nType == IE_ButtonReleased ) ||
|
||
|
( event.m_nType == IE_KeyTyped ) || ( event.m_nType == IE_KeyCodeTyped );
|
||
|
if ( bFilterableEvent && !ShouldPassKeyUpToTarget( code, target ) )
|
||
|
return false;
|
||
|
|
||
|
// Try to process the input message
|
||
|
bool bFiltered = func( event );
|
||
|
|
||
|
// If we filtered it, then we need to get the key up event
|
||
|
if ( ( event.m_nType == IE_ButtonPressed ) || ( event.m_nType == IE_ButtonDoubleClicked ) )
|
||
|
{
|
||
|
if ( bFiltered )
|
||
|
{
|
||
|
Assert( s_KeyContext.m_pKeyInfo[code].m_nKeyUpTarget == KEY_UP_ANYTARGET );
|
||
|
s_KeyContext.m_pKeyInfo[code].m_nKeyUpTarget = target;
|
||
|
}
|
||
|
}
|
||
|
else if ( event.m_nType == IE_ButtonReleased ) // Up case
|
||
|
{
|
||
|
if ( s_KeyContext.m_pKeyInfo[code].m_nKeyUpTarget == target )
|
||
|
{
|
||
|
s_KeyContext.m_pKeyInfo[code].m_nKeyUpTarget = KEY_UP_ANYTARGET;
|
||
|
bFiltered = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// NOTE: It is illegal to trap up key events. The system will do it for us
|
||
|
Assert( !bFiltered );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// We do nothing special for the KeyTyped/KeyCodeTyped cases; they do not change state
|
||
|
|
||
|
return bFiltered;
|
||
|
}
|
||
|
|
||
|
inline bool IsESC( const InputEvent_t &event )
|
||
|
{
|
||
|
switch ( event.m_nType )
|
||
|
{
|
||
|
case IE_ButtonPressed:
|
||
|
case IE_ButtonReleased:
|
||
|
case IE_ButtonDoubleClicked:
|
||
|
case IE_KeyCodeTyped:
|
||
|
{
|
||
|
return ( (ButtonCode_t)event.m_nData == KEY_ESCAPE );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case IE_KeyTyped:
|
||
|
{
|
||
|
// ASCII Escape character
|
||
|
return ( event.m_nData == 27 );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void Key_Event( const InputEvent_t &event )
|
||
|
{
|
||
|
#ifdef DEDICATED
|
||
|
return;
|
||
|
#else
|
||
|
ASSERT_NO_REENTRY();
|
||
|
|
||
|
ButtonCode_t code = (ButtonCode_t)event.m_nData;
|
||
|
|
||
|
int nSplitScreenPlayerSlot = 0;
|
||
|
if ( !IsJoystickCode( code ) && !IsSteamControllerCode( code ) )
|
||
|
{
|
||
|
if ( splitscreen->IsValidSplitScreenSlot( in_forceuser.GetInt() ) )
|
||
|
{
|
||
|
nSplitScreenPlayerSlot = in_forceuser.GetInt();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
nSplitScreenPlayerSlot = GetJoystickForCode( code );
|
||
|
}
|
||
|
|
||
|
ACTIVE_SPLITSCREEN_PLAYER_GUARD( nSplitScreenPlayerSlot );
|
||
|
|
||
|
// Don't handle key ups if the key's already up.
|
||
|
// NOTE: This should already be taken care of by the input system
|
||
|
// NOTE ALSO: KeyTyped and KeyCodeTyped messages are going to come through here also
|
||
|
// Only the VGui and the new GameUI system should accept them; and only if
|
||
|
// they accepted the keydown event
|
||
|
if ( ( event.m_nType != IE_KeyCodeTyped ) && ( event.m_nType != IE_KeyTyped ) )
|
||
|
{
|
||
|
bool bDown = ( event.m_nType == IE_ButtonPressed ) || ( event.m_nType == IE_ButtonDoubleClicked );
|
||
|
Assert( s_KeyContext.m_pKeyInfo[code].m_bKeyDown != bDown );
|
||
|
if ( s_KeyContext.m_pKeyInfo[code].m_bKeyDown == bDown )
|
||
|
return;
|
||
|
|
||
|
s_KeyContext.m_pKeyInfo[code].m_bKeyDown = bDown;
|
||
|
|
||
|
// Deal with trapped keys
|
||
|
if ( FilterTrappedKey( code, bDown ) )
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Make sure vgui is initialzied
|
||
|
if ( !EngineVGui()->IsInitialized() )
|
||
|
return;
|
||
|
|
||
|
// Keep vgui's notion of which keys are down up-to-date regardless of filtering
|
||
|
// Necessary because vgui has multiple input contexts, so vgui can't directly
|
||
|
// ask the input system for this information.
|
||
|
// QUESTION: Should GameUI do the same thing?
|
||
|
EngineVGui()->UpdateButtonState( event );
|
||
|
|
||
|
if ( IsPC() && EngineVGui()->IsGameUIVisible() && scr_drawloading && IsESC( event ) )
|
||
|
{
|
||
|
// prevent ESC key during loading
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Let tools have a whack at keys
|
||
|
if ( FilterKey( event, KEY_UP_TOOLS, HandleToolKey ) )
|
||
|
return;
|
||
|
|
||
|
// If we happen to be checking the MAGICAL ESC key then
|
||
|
// let's have the client check first since we do magical things
|
||
|
// with this key otherwise.
|
||
|
// [jason] Bypass the ButtonPress event for the BACKQUOTE key ("~") so that HandleGameUIKey can intercept it and bring up the Console Window
|
||
|
if ( !IsESC( event ) && !(event.m_nType == IE_ButtonPressed && code == KEY_BACKQUOTE) )
|
||
|
{
|
||
|
// Let vgui have a whack at keys
|
||
|
if ( FilterKey( event, KEY_UP_VGUI, HandleVGuiKey ) )
|
||
|
return;
|
||
|
|
||
|
#if defined( INCLUDE_SCALEFORM )
|
||
|
// scaleform goes first
|
||
|
if ( FilterKey( event, KEY_UP_SCALEFORM, HandleScaleformKey ) )
|
||
|
return;
|
||
|
#endif
|
||
|
}
|
||
|
#if defined ( CSTRIKE15 )
|
||
|
else if ( g_ClientDLL->IsChatRaised() || g_ClientDLL->IsBindMenuRaised() )
|
||
|
{
|
||
|
if ( FilterKey( event, KEY_UP_SCALEFORM, HandleScaleformKey ) )
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
// Let the new GameUI system have a whack at keys
|
||
|
if ( FilterKey( event, KEY_UP_GAMEUI, HandleGameUIKey ) )
|
||
|
return;
|
||
|
|
||
|
// Let the client have a whack at keys
|
||
|
if ( FilterKey( event, KEY_UP_CLIENT, HandleClientKey ) )
|
||
|
return;
|
||
|
|
||
|
// Ok the client wants nothing to do with the magical ESC key
|
||
|
// let's see if VGUI wants to do something with it.
|
||
|
if ( IsESC( event ) )
|
||
|
{
|
||
|
#if defined( INCLUDE_SCALEFORM )
|
||
|
bool bAllowScaleformFilter = true;
|
||
|
static ConVarRef cv_console_window_open( "console_window_open" );
|
||
|
static ConVarRef cv_server_browser_dialog_open( "server_browser_dialog_open" );
|
||
|
if ( ( cv_console_window_open.GetBool() ) ||
|
||
|
( cv_server_browser_dialog_open.GetBool() ) ||
|
||
|
( EngineSoundClient() && EngineSoundClient()->IsMoviePlaying() ) )
|
||
|
{
|
||
|
// make closing the console window, server browser dialog, or exiting a movie priority
|
||
|
bAllowScaleformFilter = false;
|
||
|
}
|
||
|
|
||
|
if ( bAllowScaleformFilter && FilterKey( event, KEY_UP_SCALEFORM, HandleScaleformKey ) )
|
||
|
return;
|
||
|
|
||
|
#endif // INCLUDE_SCALEFORM
|
||
|
|
||
|
// Let vgui have a whack at keys
|
||
|
if ( FilterKey( event, KEY_UP_VGUI, HandleVGuiKey ) )
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Finally, let the engine deal. Here's where keybindings occur.
|
||
|
FilterKey( event, KEY_UP_ENGINE, HandleEngineKey );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
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|