//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ //===========================================================================// #if !defined( _GAMECONSOLE ) #include #include #endif #include #include "inputgameui.h" #include "tier0/icommandline.h" #include "gameuisystemmgr.h" #include "inputsystem/analogcode.h" #include "inputsystem/iinputstacksystem.h" #if defined( _GAMECONSOLE ) #include "xbox/xbox_win32stubs.h" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" SHORT System_GetKeyState( int virtualKeyCode ); // in System.cpp, a hack to only have g_pVCR in system.cpp CInputGameUI g_InputGameUI; CInputGameUI *g_pInputGameUI = &g_InputGameUI; //----------------------------------------------------------------------------- // Construct, destruct //----------------------------------------------------------------------------- CInputGameUI::CInputGameUI() { m_nDebugMessages = -1; #ifndef _GAMECONSOLE _imeWnd = 0; _imeCandidates = 0; #endif InitInputContext( &m_DefaultInputContext ); m_hContext = DEFAULT_INPUT_CONTEXT; m_nWindowWidth = 0; m_nWindowHeight = 0; // build key to text translation table // first byte unshifted key // second byte shifted key // the rest is the name of the key _keyTrans[KEY_0] ="0)KEY_0"; _keyTrans[KEY_1] ="1!KEY_1"; _keyTrans[KEY_2] ="2@KEY_2"; _keyTrans[KEY_3] ="3#KEY_3"; _keyTrans[KEY_4] ="4$KEY_4"; _keyTrans[KEY_5] ="5%KEY_5"; _keyTrans[KEY_6] ="6^KEY_6"; _keyTrans[KEY_7] ="7&KEY_7"; _keyTrans[KEY_8] ="8*KEY_8"; _keyTrans[KEY_9] ="9(KEY_9"; _keyTrans[KEY_A] ="aAKEY_A"; _keyTrans[KEY_B] ="bBKEY_B"; _keyTrans[KEY_C] ="cCKEY_C"; _keyTrans[KEY_D] ="dDKEY_D"; _keyTrans[KEY_E] ="eEKEY_E"; _keyTrans[KEY_F] ="fFKEY_F"; _keyTrans[KEY_G] ="gGKEY_G"; _keyTrans[KEY_H] ="hHKEY_H"; _keyTrans[KEY_I] ="iIKEY_I"; _keyTrans[KEY_J] ="jJKEY_J"; _keyTrans[KEY_K] ="kKKEY_K"; _keyTrans[KEY_L] ="lLKEY_L"", L"; _keyTrans[KEY_M] ="mMKEY_M"; _keyTrans[KEY_N] ="nNKEY_N"; _keyTrans[KEY_O] ="oOKEY_O"; _keyTrans[KEY_P] ="pPKEY_P"; _keyTrans[KEY_Q] ="qQKEY_Q"; _keyTrans[KEY_R] ="rRKEY_R"; _keyTrans[KEY_S] ="sSKEY_S"; _keyTrans[KEY_T] ="tTKEY_T"; _keyTrans[KEY_U] ="uUKEY_U"; _keyTrans[KEY_V] ="vVKEY_V"; _keyTrans[KEY_W] ="wWKEY_W"; _keyTrans[KEY_X] ="xXKEY_X"; _keyTrans[KEY_Y] ="yYKEY_Y"; _keyTrans[KEY_Z] ="zZKEY_Z"; _keyTrans[KEY_PAD_0] ="0\0KEY_PAD_0"; _keyTrans[KEY_PAD_1] ="1\0KEY_PAD_1"; _keyTrans[KEY_PAD_2] ="2\0KEY_PAD_2"; _keyTrans[KEY_PAD_3] ="3\0KEY_PAD_3"; _keyTrans[KEY_PAD_4] ="4\0KEY_PAD_4"; _keyTrans[KEY_PAD_5] ="5\0KEY_PAD_5"; _keyTrans[KEY_PAD_6] ="6\0KEY_PAD_6"; _keyTrans[KEY_PAD_7] ="7\0KEY_PAD_7"; _keyTrans[KEY_PAD_8] ="8\0KEY_PAD_8"; _keyTrans[KEY_PAD_9] ="9\0KEY_PAD_9"; _keyTrans[KEY_PAD_DIVIDE] ="//KEY_PAD_DIVIDE"; _keyTrans[KEY_PAD_MULTIPLY] ="**KEY_PAD_MULTIPLY"; _keyTrans[KEY_PAD_MINUS] ="--KEY_PAD_MINUS"; _keyTrans[KEY_PAD_PLUS] ="++KEY_PAD_PLUS"; _keyTrans[KEY_PAD_ENTER] ="\0\0KEY_PAD_ENTER"; _keyTrans[KEY_PAD_DECIMAL] =".\0KEY_PAD_DECIMAL"", L"; _keyTrans[KEY_LBRACKET] ="[{KEY_LBRACKET"; _keyTrans[KEY_RBRACKET] ="]}KEY_RBRACKET"; _keyTrans[KEY_SEMICOLON] =";:KEY_SEMICOLON"; _keyTrans[KEY_APOSTROPHE] ="'\"KEY_APOSTROPHE"; _keyTrans[KEY_BACKQUOTE] ="`~KEY_BACKQUOTE"; _keyTrans[KEY_COMMA] =",CreateEventQueue(); CursorEnterEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnCursorEnter ); CursorExitEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnCursorExit ); CursorMoveEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnCursorMove ); InternalCursorMoveEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::UpdateCursorPosInternal ); MouseDownEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnMouseDown ); MouseUpEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnMouseUp ); MouseDoubleClickEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnMouseDoubleClick ); MouseWheelEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnMouseWheel ); KeyDownEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnKeyDown ); KeyUpEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnKeyUp ); KeyCodeTypedEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnKeyCodeTyped ); KeyTypedEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnKeyTyped ); LoseKeyFocusEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnLoseKeyFocus ); GainKeyFocusEvent::RegisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnGainKeyFocus ); } void CInputGameUI::Shutdown() { CursorEnterEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnCursorEnter ); CursorExitEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnCursorExit ); CursorMoveEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnCursorMove ); InternalCursorMoveEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::UpdateCursorPosInternal ); MouseDownEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnMouseDown ); MouseUpEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnMouseUp ); MouseDoubleClickEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnMouseDoubleClick ); MouseWheelEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnMouseWheel ); KeyDownEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnKeyDown ); KeyUpEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnKeyUp ); KeyCodeTypedEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnKeyCodeTyped ); KeyTypedEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnKeyTyped ); LoseKeyFocusEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnLoseKeyFocus ); GainKeyFocusEvent::UnregisterMemberFunc( m_hEventChannel, this, &CInputGameUI::OnGainKeyFocus ); g_pEventSystem->DestroyEventQueue( m_hEventChannel ); } //----------------------------------------------------------------------------- // Resets an input context //----------------------------------------------------------------------------- void CInputGameUI::InitInputContext( InputContext_t *pContext ) { pContext->_keyFocus = NULL; pContext->_bKeyTrap = false; pContext->_oldMouseFocus = NULL; pContext->_mouseFocus = NULL; pContext->_mouseOver = NULL; pContext->_mouseCapture = NULL; pContext->_mouseLeftTrap = NULL; pContext->_mouseMiddleTrap = NULL; pContext->_mouseRightTrap = NULL; pContext->m_nCursorX = pContext->m_nCursorY = 0; pContext->m_nLastPostedCursorX = pContext->m_nLastPostedCursorY = -9999; pContext->m_nExternallySetCursorX = pContext->m_nExternallySetCursorY = 0; pContext->m_bSetCursorExplicitly = false; // zero mouse and keys memset(pContext->_mousePressed, 0, sizeof(pContext->_mousePressed)); memset(pContext->_mouseDoublePressed, 0, sizeof(pContext->_mouseDoublePressed)); memset(pContext->_mouseDown, 0, sizeof(pContext->_mouseDown)); memset(pContext->_mouseReleased, 0, sizeof(pContext->_mouseReleased)); memset(pContext->_keyPressed, 0, sizeof(pContext->_keyPressed)); memset(pContext->_keyTyped, 0, sizeof(pContext->_keyTyped)); memset(pContext->_keyDown, 0, sizeof(pContext->_keyDown)); memset(pContext->_keyReleased, 0, sizeof(pContext->_keyReleased)); pContext->m_MouseCaptureStartCode = (ButtonCode_t)-1; pContext->m_KeyCodeUnhandledListeners.RemoveAll(); pContext->m_pUnhandledMouseClickListener = NULL; pContext->m_bRestrictMessagesToModalSubTree = false; } void CInputGameUI::ResetInputContext( vgui::HInputContext context ) { // FIXME: Needs to release various keys, mouse buttons, etc...? // At least needs to cause things to lose focus InitInputContext( GetInputContext(context) ); } //----------------------------------------------------------------------------- // Creates/ destroys "input" contexts, which contains information // about which controls have mouse + key focus, for example. //----------------------------------------------------------------------------- vgui::HInputContext CInputGameUI::CreateInputContext() { vgui::HInputContext i = m_Contexts.AddToTail(); InitInputContext( &m_Contexts[i] ); return i; } void CInputGameUI::DestroyInputContext( vgui::HInputContext context ) { Assert( context != DEFAULT_INPUT_CONTEXT ); if ( m_hContext == context ) { ActivateInputContext( DEFAULT_INPUT_CONTEXT ); } m_Contexts.Remove(context); } //----------------------------------------------------------------------------- // Returns the current input context //----------------------------------------------------------------------------- CInputGameUI::InputContext_t *CInputGameUI::GetInputContext( vgui::HInputContext context ) { if (context == DEFAULT_INPUT_CONTEXT) { return &m_DefaultInputContext; } return &m_Contexts[context]; } //----------------------------------------------------------------------------- // Activates a particular input context, use DEFAULT_INPUT_CONTEXT // to get the one normally used by VGUI //----------------------------------------------------------------------------- void CInputGameUI::ActivateInputContext( vgui::HInputContext context ) { Assert( (context == DEFAULT_INPUT_CONTEXT) || m_Contexts.IsValidIndex(context) ); m_hContext = context; } //----------------------------------------------------------------------------- // Used to know the dimensions of the window on screen. // Very important when viewport is not the same as the window. //----------------------------------------------------------------------------- void CInputGameUI::SetWindowSize( int width, int height ) { g_pGameUISystemMgrImpl->SetWindowSize( width, height ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CInputGameUI::RunFrame() { if ( m_nDebugMessages == -1 ) { m_nDebugMessages = CommandLine()->FindParm( "-debuggameui" ) ? 1 : 0; } InputContext_t *pContext = GetInputContext(m_hContext); //clear mouse and key states int i; for ( i = 0; i < MOUSE_COUNT; i++ ) { pContext->_mousePressed[i] = 0; pContext->_mouseDoublePressed[i] = 0; pContext->_mouseReleased[i] = 0; } for ( i = 0; i < BUTTON_CODE_COUNT; i++ ) { pContext->_keyPressed[i] = 0; pContext->_keyTyped[i] = 0; pContext->_keyReleased[i] = 0; } CHitArea *wantedKeyFocus = CalculateNewKeyFocus(); // make sure old and new focus get painted if ( pContext->_keyFocus != wantedKeyFocus ) { if ( pContext->_keyFocus != NULL ) { LoseKeyFocusEvent::Post( pContext->_keyFocus ); } if ( wantedKeyFocus != NULL ) { GainKeyFocusEvent::Post( wantedKeyFocus ); } // accept the focus request pContext->_keyFocus = wantedKeyFocus; pContext->_bKeyTrap = false; } // Pump any key repeats ButtonCode_t repeatCode = pContext->m_keyRepeater.KeyRepeated(); if (repeatCode) { InternalKeyCodePressed( repeatCode ); } } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- void CInputGameUI::ProcessEvents() { g_pEventSystem->ProcessEvents( m_hEventChannel ); } //----------------------------------------------------------------------------- // Purpose: Calculate the new key focus //----------------------------------------------------------------------------- CHitArea *CInputGameUI::CalculateNewKeyFocus() { // get the top-order panel CHitArea *wantedKeyFocus = NULL; // ask the gameui for what it would like to be the current focus wantedKeyFocus = g_pGameUISystemMgrImpl->GetRequestedKeyFocus(); if ( wantedKeyFocus == NULL ) { InputContext_t *pContext = GetInputContext(m_hContext); return pContext->_keyFocus; } else { Assert( wantedKeyFocus->IsHitArea() ); return wantedKeyFocus; } } //----------------------------------------------------------------------------- // Purpose: Graphic's visibility was set to false. //----------------------------------------------------------------------------- void CInputGameUI::GraphicHidden( CHitArea *focus, InputContext_t &context ) { if ( context._keyFocus == focus ) { context._keyFocus = NULL; context._bKeyTrap = false; } if (context._mouseOver == focus ) { /* if ( m_nDebugMessages > 0 ) { g_pIVgui->DPrintf2( "removing kb focus %s\n", context._keyFocus ? pcontext._keyFocus->GetName() : "(no name)" ); } */ context._mouseOver = NULL; } if ( context._oldMouseFocus == focus ) { context._oldMouseFocus = NULL; } if ( context._mouseFocus == focus ) { context._mouseFocus = NULL; } if ( context._mouseLeftTrap == focus ) { context._mouseLeftTrap = NULL; } if ( context._mouseMiddleTrap == focus ) { context._mouseMiddleTrap = NULL; } if ( context._mouseRightTrap == focus ) { context._mouseRightTrap = NULL; } // NOTE: These two will only ever happen for the default context at the moment if ( context._mouseCapture == focus ) { SetMouseCapture(NULL); context._mouseCapture = NULL; } if ( context.m_pUnhandledMouseClickListener == focus ) { context.m_pUnhandledMouseClickListener = NULL; } //context.m_KeyCodeUnhandledListeners.FindAndRemove( focus ); } //----------------------------------------------------------------------------- // Purpose: // Input : *focus - //----------------------------------------------------------------------------- void CInputGameUI::GraphicHidden( CHitArea *focus ) { HInputContext i; for ( i = m_Contexts.Head(); i != m_Contexts.InvalidIndex(); i = m_Contexts.Next(i) ) { GraphicHidden( focus, m_Contexts[i] ); } GraphicHidden( focus, m_DefaultInputContext ); } //----------------------------------------------------------------------------- // Purpose: An Input Graphic's visibility was set to true. Force focus update to occur with no mouse movement. //----------------------------------------------------------------------------- void CInputGameUI::ForceInputFocusUpdate() { // Force the focus to get updated. HInputContext i; for ( i = m_Contexts.Head(); i != m_Contexts.InvalidIndex(); i = m_Contexts.Next(i) ) { InputContext_t *pContext = &m_Contexts[i]; UpdateMouseFocus( pContext->m_nCursorX, pContext->m_nCursorY ); } UpdateMouseFocus( m_DefaultInputContext.m_nCursorX, m_DefaultInputContext.m_nCursorY ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CInputGameUI::PanelDeleted( CHitArea *focus, InputContext_t &context ) { if (context._keyFocus == focus) { context._keyFocus = NULL; context._bKeyTrap = false; } if (context._mouseOver == focus) { /* if ( m_nDebugMessages > 0 ) { g_pIVgui->DPrintf2( "removing kb focus %s\n", context._keyFocus ? pcontext._keyFocus->GetName() : "(no name)" ); } */ context._mouseOver = NULL; } if ( context._oldMouseFocus == focus ) { context._oldMouseFocus = NULL; } if ( context._mouseFocus == focus ) { context._mouseFocus = NULL; } if ( context._mouseLeftTrap == focus ) { context._mouseLeftTrap = NULL; } if ( context._mouseMiddleTrap == focus ) { context._mouseMiddleTrap = NULL; } if ( context._mouseRightTrap == focus ) { context._mouseRightTrap = NULL; } // NOTE: These two will only ever happen for the default context at the moment if ( context._mouseCapture == focus ) { SetMouseCapture(NULL); context._mouseCapture = NULL; } if ( context.m_pUnhandledMouseClickListener == focus ) { context.m_pUnhandledMouseClickListener = NULL; } context.m_KeyCodeUnhandledListeners.FindAndRemove( focus ); } //----------------------------------------------------------------------------- // Purpose: // Input : *focus - //----------------------------------------------------------------------------- void CInputGameUI::PanelDeleted( CHitArea *focus ) { HInputContext i; for ( i = m_Contexts.Head(); i != m_Contexts.InvalidIndex(); i = m_Contexts.Next(i) ) { PanelDeleted( focus, m_Contexts[i] ); } PanelDeleted( focus, m_DefaultInputContext ); } //----------------------------------------------------------------------------- // Purpose: Sets the new mouse focus // won't override _mouseCapture settings // Input : newMouseFocus - //----------------------------------------------------------------------------- void CInputGameUI::SetMouseFocus( CHitArea *newMouseFocus ) { InputContext_t *pContext = GetInputContext( m_hContext ); if ( pContext->_mouseOver != newMouseFocus || ( !pContext->_mouseCapture && pContext->_mouseFocus != newMouseFocus ) ) { pContext->_oldMouseFocus = pContext->_mouseOver; pContext->_mouseOver = newMouseFocus; //tell the old panel with the mouseFocus that the cursor exited if ( pContext->_oldMouseFocus != NULL ) { // only notify of entry if the mouse is not captured or we're the captured panel if ( !pContext->_mouseCapture || pContext->_oldMouseFocus == pContext->_mouseCapture ) { CursorExitEvent::Post( pContext->_oldMouseFocus ); } } //tell the new panel with the mouseFocus that the cursor entered if ( pContext->_mouseOver != NULL ) { // only notify of entry if the mouse is not captured or we're the captured panel if ( !pContext->_mouseCapture || pContext->_mouseOver == pContext->_mouseCapture ) { CursorEnterEvent::Post( pContext->_mouseOver ); } } // set where the mouse is currently over // mouse capture overrides destination pContext->_mouseFocus = pContext->_mouseCapture ? pContext->_mouseCapture : pContext->_mouseOver; } } //----------------------------------------------------------------------------- // Purpose: Calculates which panel the cursor is currently over and sets it up // as the current mouse focus. //----------------------------------------------------------------------------- void CInputGameUI::UpdateMouseFocus( int x, int y ) { //InputContext_t *pContext = GetInputContext( m_hContext ); CHitArea *pFocus = NULL; //if ( g_pSurface->IsCursorVisible() && g_pSurface->IsWithin(x, y) ) { if (!pFocus) { // find the panel that has the focus pFocus = g_pGameUISystemMgrImpl->GetMouseFocus( x, y ); } } SetMouseFocus( pFocus ); } //----------------------------------------------------------------------------- // Passes in a keycode which allows hitting other mouse buttons w/o cancelling capture mode //----------------------------------------------------------------------------- void CInputGameUI::SetMouseCaptureEx( CHitArea *panel, ButtonCode_t captureStartMouseCode ) { // This sets m_MouseCaptureStartCode to -1, so we set the real value afterward SetMouseCapture( panel ); InputContext_t *pContext = GetInputContext( m_hContext ); Assert( pContext ); pContext->m_MouseCaptureStartCode = captureStartMouseCode; } //----------------------------------------------------------------------------- // Passes in a keycode which allows hitting other mouse buttons w/o canceling capture mode // Purpose: Sets or releases the mouse capture // Input : panel - pointer to the panel to get mouse capture // a NULL panel means that you want to clear the mouseCapture //----------------------------------------------------------------------------- void CInputGameUI::SetMouseCapture( CHitArea *panel ) { InputContext_t *pContext = GetInputContext( m_hContext ); Assert( pContext ); pContext->m_MouseCaptureStartCode = (ButtonCode_t)-1; pContext->_mouseCapture = panel; } CHitArea *CInputGameUI::GetMouseCapture() { InputContext_t *pContext = GetInputContext( m_hContext ); return (CHitArea *)pContext->_mouseCapture; } void SetKeyFocus( CHitArea *pFocus ); // note this will not post any messages. //----------------------------------------------------------------------------- // Purpose: Used to set keyfocus to mousefocus when they are linked together. // // This will not post any messages. If it did anims would get played twice, // once for mouse focus gained/lost, once for key focus gained/lost //----------------------------------------------------------------------------- void CInputGameUI::SetKeyFocus( CHitArea *pFocus) { GetInputContext( m_hContext )->_keyFocus = pFocus; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CHitArea *CInputGameUI::GetKeyFocus() { return (CHitArea *)( GetInputContext( m_hContext )->_keyFocus ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CHitArea *CInputGameUI::GetCalculatedKeyFocus() { return (CHitArea *) CalculateNewKeyFocus(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CHitArea * CInputGameUI::GetMouseOver() { return (CHitArea *)( GetInputContext( m_hContext )->_mouseOver ); } CHitArea * CInputGameUI::GetMouseFocus() { return (CHitArea *)( GetInputContext( m_hContext )->_mouseFocus ); } bool CInputGameUI::WasMousePressed( ButtonCode_t code ) { return GetInputContext( m_hContext )->_mousePressed[ code - MOUSE_FIRST ]; } bool CInputGameUI::WasMouseDoublePressed( ButtonCode_t code ) { return GetInputContext( m_hContext )->_mouseDoublePressed[ code - MOUSE_FIRST ]; } bool CInputGameUI::IsMouseDown( ButtonCode_t code ) { return GetInputContext( m_hContext )->_mouseDown[ code - MOUSE_FIRST ]; } bool CInputGameUI::WasMouseReleased( ButtonCode_t code ) { return GetInputContext( m_hContext )->_mouseReleased[ code - MOUSE_FIRST ]; } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- bool CInputGameUI::WasKeyPressed( ButtonCode_t code ) { return GetInputContext( m_hContext )->_keyPressed[ code - KEY_FIRST ]; } bool CInputGameUI::IsKeyDown( ButtonCode_t code ) { return GetInputContext( m_hContext )->_keyDown[ code - KEY_FIRST ]; } bool CInputGameUI::WasKeyTyped( ButtonCode_t code ) { return GetInputContext( m_hContext )->_keyTyped[ code - KEY_FIRST ]; } bool CInputGameUI::WasKeyReleased( ButtonCode_t code ) { // changed from: only return true if the key was released and the passed in panel matches the keyFocus return GetInputContext( m_hContext )->_keyReleased[ code - KEY_FIRST ]; } //----------------------------------------------------------------------------- // Cursor position; this is the current position read from the input queue. // We need to set it because client code may read this during Mouse Pressed // events, etc. //----------------------------------------------------------------------------- void CInputGameUI::UpdateCursorPosInternal( const int &x, const int &y ) { // Windows sends a CursorMoved message even when you haven't actually // moved the cursor, this means we are going into this fxn just by clicking // in the window. We only want to execute this code if we have actually moved // the cursor while dragging. So this code has been added to check // if we have actually moved from our previous position. InputContext_t *pContext = GetInputContext( m_hContext ); if ( pContext->m_nCursorX == x && pContext->m_nCursorY == y ) return; pContext->m_nCursorX = x; pContext->m_nCursorY = y; // Rescale this accounting the window size being different from the viewport size. int windowWidth, windowHeight; g_pGameUISystemMgrImpl->GetWindowSize( windowWidth, windowHeight ); int viewportWidth, viewportHeight; g_pGameUISystemMgrImpl->GetViewportSize( viewportWidth, viewportHeight ); if ( windowHeight != 0 && viewportHeight != 0 ) { if ( windowWidth != viewportWidth || windowHeight != viewportHeight ) { pContext->m_nCursorX = x * viewportWidth/windowWidth; pContext->m_nCursorY = y * viewportHeight/windowHeight; } } // Cursor has moved, so make sure the mouseFocus is current UpdateMouseFocus( pContext->m_nCursorX, pContext->m_nCursorY ); } //----------------------------------------------------------------------------- // This is called by panels to teleport the cursor //----------------------------------------------------------------------------- void CInputGameUI::SetCursorPos( int x, int y ) { InputContext_t *pContext = GetInputContext( m_hContext ); pContext->m_nExternallySetCursorX = x; pContext->m_nExternallySetCursorY = y; pContext->m_bSetCursorExplicitly = true; } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- void CInputGameUI::GetCursorPos(int &x, int &y) { GetCursorPosition( x, y ); } //----------------------------------------------------------------------------- // Here for backward compat //----------------------------------------------------------------------------- void CInputGameUI::GetCursorPosition( int &x, int &y ) { InputContext_t *pContext = GetInputContext( m_hContext ); x = pContext->m_nCursorX; y = pContext->m_nCursorY; } //----------------------------------------------------------------------------- // Purpose: Converts a key code into a full key name //----------------------------------------------------------------------------- void CInputGameUI::GetKeyCodeText(ButtonCode_t code, char *buf, int buflen) { if (!buf) return; // copy text into buf up to buflen in length // skip 2 in _keyTrans because the first two are for GetKeyCodeChar for (int i = 0; i < buflen; i++) { char ch = _keyTrans[code][i+2]; buf[i] = ch; if (ch == 0) break; } } //----------------------------------------------------------------------------- // Low-level cursor getting/setting functions //----------------------------------------------------------------------------- void CInputGameUI::SurfaceSetCursorPos( int x, int y ) { g_pInputStackSystem->SetCursorPosition( g_pGameUISystemMgrImpl->GetInputContext(), x, y ); //if ( g_pSurface->HasCursorPosFunctions() ) // does the surface export cursor functions for us to use? { // g_pSurface->SurfaceSetCursorPos(x,y); } //else { // translate into coordinates relative to surface //int px, py. pw, pt; //g_pSurface->GetAbsoluteWindowBounds(px, py, pw, pt); //x += px; //y += py; // set windows cursor pos //::SetCursorPos(x, y); } } void CInputGameUI::SurfaceGetCursorPos( int &x, int &y ) { #ifndef _GAMECONSOLE // X360TBD //if ( g_pSurface->HasCursorPosFunctions() ) // does the surface export cursor functions for us to use? { // g_pSurface->SurfaceGetCursorPos( x,y ); } //else { // g_pInputSystem->GetCursorPosition( &x, &y ); // get mouse position in windows POINT pnt; ::GetCursorPos(&pnt); x = pnt.x; y = pnt.y; // translate into coordinates relative to surface //int px, py, pw, pt; //g_pSurface->GetAbsoluteWindowBounds(px, py, pw, pt); //x -= px; //y -= py; } #else x = 0; y = 0; #endif } void CInputGameUI::SetCursorOveride( vgui::HCursor cursor ) { _cursorOverride = cursor; } vgui::HCursor CInputGameUI::GetCursorOveride() { return _cursorOverride; } //----------------------------------------------------------------------------- // Called when we've detected cursor has moved via a windows message //----------------------------------------------------------------------------- bool CInputGameUI::InternalCursorMoved( int x, int y ) { InternalCursorMoveEvent::Post( x, y ); return true; } //----------------------------------------------------------------------------- // Makes sure the windows cursor is in the right place after processing input //----------------------------------------------------------------------------- void CInputGameUI::HandleExplicitSetCursor( ) { InputContext_t *pContext = GetInputContext( m_hContext ); if ( pContext->m_bSetCursorExplicitly ) { pContext->m_nCursorX = pContext->m_nExternallySetCursorX; pContext->m_nCursorY = pContext->m_nExternallySetCursorY; pContext->m_bSetCursorExplicitly = false; // NOTE: This forces a cursor moved message to be posted next time pContext->m_nLastPostedCursorX = pContext->m_nLastPostedCursorY = -9999; SurfaceSetCursorPos( pContext->m_nCursorX, pContext->m_nCursorY ); UpdateMouseFocus( pContext->m_nCursorX, pContext->m_nCursorY ); } } //----------------------------------------------------------------------------- // Called when we've detected cursor has moved via a windows message //----------------------------------------------------------------------------- void CInputGameUI::PostCursorMessage( ) { InputContext_t *pContext = GetInputContext( m_hContext ); if ( pContext->m_bSetCursorExplicitly ) { // NOTE m_bSetCursorExplicitly will be reset to false in HandleExplicitSetCursor pContext->m_nCursorX = pContext->m_nExternallySetCursorX; pContext->m_nCursorY = pContext->m_nExternallySetCursorY; } if ( pContext->m_nLastPostedCursorX == pContext->m_nCursorX && pContext->m_nLastPostedCursorY == pContext->m_nCursorY ) return; pContext->m_nLastPostedCursorX = pContext->m_nCursorX; pContext->m_nLastPostedCursorY = pContext->m_nCursorY; if ( pContext->_mouseCapture ) { // the panel with mouse capture gets all messages CursorMoveEvent::Post( pContext->_mouseCapture, pContext->m_nCursorX, pContext->m_nCursorY ); } else if ( pContext->_mouseFocus != NULL) { // mouse focus is current from UpdateMouse focus // so the appmodal check has already been made. CursorMoveEvent::Post( pContext->_mouseFocus, pContext->m_nCursorX, pContext->m_nCursorY ); } } bool CInputGameUI::InternalMousePressed( ButtonCode_t code ) { // True means we've processed the message and other code shouldn't see this message bool bFilter = false; InputContext_t *pContext = GetInputContext( m_hContext ); if ( pContext->_mouseCapture ) { // The faked mouse wheel button messages are specifically ignored by vgui if ( code == MOUSE_WHEEL_DOWN || code == MOUSE_WHEEL_UP ) return true; bool captureLost = code == pContext->m_MouseCaptureStartCode || pContext->m_MouseCaptureStartCode == (ButtonCode_t)-1; // the panel with mouse capture gets all messages MouseDownEvent::Post( pContext->_mouseCapture, code ); if ( captureLost ) { // this has to happen after MousePressed so the panel doesn't Think it got a mouse press after it lost capture SetMouseCapture(NULL); } bFilter = true; } else if ( pContext->_mouseFocus != NULL ) { // The faked mouse wheel button messages are specifically ignored by vgui if ( code == MOUSE_WHEEL_DOWN || code == MOUSE_WHEEL_UP ) return true; // tell the panel with the mouseFocus that the mouse was presssed //g_pIVgui->PostMessage((VPANEL)pContext->_mouseFocus, new KeyValues("MousePressed", "code", code), NULL); // g_pIVgui->DPrintf2("MousePressed: (%s, %s)\n", _mouseFocus->GetName(), _mouseFocus->GetClassName()); MouseDownEvent::Post( pContext->_mouseFocus, code ); if ( code == MOUSE_LEFT ) { pContext->_mouseLeftTrap = pContext->_mouseFocus; } else if ( code == MOUSE_MIDDLE ) { pContext->_mouseMiddleTrap = pContext->_mouseFocus; } else if ( code == MOUSE_RIGHT ) { pContext->_mouseRightTrap = pContext->_mouseFocus; } bFilter = true; } return bFilter; } bool CInputGameUI::InternalMouseDoublePressed( ButtonCode_t code ) { // True means we've processed the message and other code shouldn't see this message bool bFilter = false; InputContext_t *pContext = GetInputContext( m_hContext ); if ( pContext->_mouseCapture ) { // The faked mouse wheel button messages are specifically ignored by vgui if ( code == MOUSE_WHEEL_DOWN || code == MOUSE_WHEEL_UP ) return true; // the panel with mouse capture gets all messages MouseDoubleClickEvent::Post( pContext->_mouseCapture, code ); bFilter = true; } else if ( pContext->_mouseFocus != NULL ) { // The faked mouse wheel button messages are specifically ignored by vgui if ( code == MOUSE_WHEEL_DOWN || code == MOUSE_WHEEL_UP ) return true; // tell the panel with the mouseFocus that the mouse was double presssed MouseDoubleClickEvent::Post( pContext->_mouseFocus, code ); bFilter = true; } return bFilter; } bool CInputGameUI::InternalMouseReleased( ButtonCode_t code ) { // True means we've processed the message and other code shouldn't see this message bool bFilter = false; InputContext_t *pContext = GetInputContext( m_hContext ); if ( pContext->_mouseCapture ) { // The faked mouse wheel button messages are specifically ignored by vgui if ( code == MOUSE_WHEEL_DOWN || code == MOUSE_WHEEL_UP ) return true; // the panel with mouse capture gets all messages MouseUpEvent::Post( pContext->_mouseCapture, pContext->_mouseCapture, code ); bFilter = true; } else if ( pContext->_mouseLeftTrap ) { MouseUpEvent::Post( pContext->_mouseLeftTrap, pContext->_mouseLeftTrap, code ); pContext->_mouseLeftTrap = NULL; bFilter = true; } else if ( pContext->_mouseMiddleTrap ) { MouseUpEvent::Post( pContext->_mouseMiddleTrap, pContext->_mouseLeftTrap, code ); pContext->_mouseMiddleTrap = NULL; bFilter = true; } else if ( pContext->_mouseRightTrap ) { MouseUpEvent::Post( pContext->_mouseRightTrap, pContext->_mouseLeftTrap, code ); pContext->_mouseRightTrap = NULL; bFilter = true; } /* If the mouse was not trapped by a down, don't propagate this message. else if ( pContext->_mouseFocus != NULL ) { // The faked mouse wheel button messages are specifically ignored by vgui if ( code == MOUSE_WHEEL_DOWN || code == MOUSE_WHEEL_UP ) return true; MouseUpEvent::Post( pContext->_mouseFocus, code ); bFilter = true; } */ return bFilter; } bool CInputGameUI::InternalMouseWheeled(int delta) { // True means we've processed the message and other code shouldn't see this message bool bFilter = false; InputContext_t *pContext = GetInputContext( m_hContext ); if ( pContext->_mouseFocus != NULL ) { // the mouseWheel works with the mouseFocus, not the keyFocus MouseWheelEvent::Post( pContext->_mouseFocus, delta ); bFilter = true; } return bFilter; } //----------------------------------------------------------------------------- // Updates the internal key/mouse state associated with the current input context without sending messages //----------------------------------------------------------------------------- void CInputGameUI::SetMouseCodeState( ButtonCode_t code, GameUIMouseCodeState_t state ) { if ( !IsMouseCode( code ) ) return; InputContext_t *pContext = GetInputContext( m_hContext ); switch( state ) { case BUTTON_RELEASED: pContext->_mouseReleased[ code - MOUSE_FIRST ] = 1; break; case BUTTON_PRESSED: pContext->_mousePressed[ code - MOUSE_FIRST ] = 1; break; case BUTTON_DOUBLECLICKED: pContext->_mouseDoublePressed[ code - MOUSE_FIRST ] = 1; break; } pContext->_mouseDown[ code - MOUSE_FIRST ] = ( state != BUTTON_RELEASED ); } void CInputGameUI::SetKeyCodeState( ButtonCode_t code, bool bPressed ) { if ( !IsKeyCode( code ) #ifdef _GAMECONSOLE && !IsJoystickCode( code ) #endif ) return; InputContext_t *pContext = GetInputContext( m_hContext ); if ( bPressed ) { //set key state pContext->_keyPressed[ code - KEY_FIRST ] = 1; } else { // set key state pContext->_keyReleased[ code - KEY_FIRST ] = 1; } pContext->_keyDown[ code - KEY_FIRST ] = bPressed; } void CInputGameUI::UpdateButtonState( const InputEvent_t &event ) { switch( event.m_nType ) { case IE_ButtonPressed: case IE_ButtonReleased: case IE_ButtonDoubleClicked: { // NOTE: data2 is the virtual key code (data1 contains the scan-code one) ButtonCode_t code = (ButtonCode_t)event.m_nData2; // FIXME: Workaround hack if ( IsKeyCode( code ) || IsJoystickCode( code ) ) { SetKeyCodeState( code, ( event.m_nType != IE_ButtonReleased ) ); break; } if ( IsMouseCode( code ) ) { GameUIMouseCodeState_t state; state = ( event.m_nType == IE_ButtonReleased ) ? BUTTON_RELEASED : BUTTON_PRESSED; if ( event.m_nType == IE_ButtonDoubleClicked ) { state = BUTTON_DOUBLECLICKED; } SetMouseCodeState( code, state ); break; } } break; } } bool CInputGameUI::InternalKeyCodePressed( ButtonCode_t code ) { InputContext_t *pContext = GetInputContext( m_hContext ); // mask out bogus keys if ( !IsKeyCode( code ) && !IsJoystickCode( code ) ) return false; bool bFilter = false; if( pContext->_keyFocus!= NULL ) { #ifdef _GAMECONSOLE //g_pIVgui->PostMessage((VPANEL) MESSAGE_CURRENT_KEYFOCUS, message, NULL ); #else //tell the current focused panel that a key was typed KeyDownEvent::Post( pContext->_keyFocus, code ); pContext->_bKeyTrap = true; #endif bFilter = true; } if ( bFilter ) { // Only notice the key down for repeating if we actually used the key pContext->m_keyRepeater.KeyDown( code ); } return bFilter; } void CInputGameUI::InternalKeyCodeTyped( ButtonCode_t code ) { InputContext_t *pContext = GetInputContext( m_hContext ); // mask out bogus keys if ( !IsKeyCode( code ) && !IsJoystickCode( code ) ) return; // set key state pContext->_keyTyped[ code - KEY_FIRST ] = 1; if( pContext->_keyFocus!= NULL ) { #ifdef _GAMECONSOLE //g_pIVgui->PostMessage((VPANEL) MESSAGE_CURRENT_KEYFOCUS, message, NULL ); #else //tell the current focused panel that a key was typed KeyCodeTypedEvent::Post( pContext->_keyFocus, code ); g_pGameUISystemMgrImpl->OnKeyCodeTyped( code ); // FIXME, make work like mouse clicked. #endif } } void CInputGameUI::InternalKeyTyped( wchar_t unichar ) { InputContext_t *pContext = GetInputContext( m_hContext ); // set key state if( unichar <= KEY_LAST ) { pContext->_keyTyped[unichar]=1; } if( pContext->_keyFocus!= NULL ) { #ifdef _GAMECONSOLE //g_pIVgui->PostMessage((VPANEL) MESSAGE_CURRENT_KEYFOCUS, message, NULL ); #else //tell the current focused panel that a key was typed KeyTypedEvent::Post( pContext->_keyFocus, unichar ); g_pGameUISystemMgrImpl->OnKeyTyped( unichar ); // FIXME, make work like mouse clicked. #endif } } bool CInputGameUI::InternalKeyCodeReleased( ButtonCode_t code ) { InputContext_t *pContext = GetInputContext( m_hContext ); // mask out bogus keys if ( !IsKeyCode( code ) && !IsJoystickCode( code ) ) return false; pContext->m_keyRepeater.KeyUp( code ); if ( ( pContext->_keyFocus!= NULL ) && pContext->_bKeyTrap ) { #ifdef _GAMECONSOLE //g_pIVgui->PostMessage((VPANEL) MESSAGE_CURRENT_KEYFOCUS, message, NULL ); #else //tell the current focused panel that a key was released KeyUpEvent::Post( pContext->_keyFocus, code ); pContext->_bKeyTrap = false; #endif return true; } return false; } //----------------------------------------------------------------------------- // Purpose: posts a message to the key focus if it's valid //----------------------------------------------------------------------------- bool CInputGameUI::PostKeyMessage(KeyValues *message) { InputContext_t *pContext = GetInputContext( m_hContext ); if( pContext->_keyFocus!= NULL ) { #ifdef _GAMECONSOLE //g_pIVgui->PostMessage((VPANEL) MESSAGE_CURRENT_KEYFOCUS, message, NULL ); #else //tell the current focused panel that a key was released //g_pIVgui->PostMessage((VPANEL)pContext->_keyFocus, message, NULL ); #endif return true; } message->deleteThis(); return false; } enum LANGFLAG { ENGLISH, TRADITIONAL_CHINESE, JAPANESE, KOREAN, SIMPLIFIED_CHINESE, UNKNOWN, NUM_IMES_SUPPORTED } LangFlag; struct LanguageIds { // char const *idname; unsigned short id; int languageflag; wchar_t const *shortcode; wchar_t const *displayname; bool invertcomposition; }; LanguageIds g_LanguageIds[] = { { 0x0000, UNKNOWN, L"", L"Neutral" }, { 0x007f, UNKNOWN, L"", L"Invariant" }, { 0x0400, UNKNOWN, L"", L"User Default Language" }, { 0x0800, UNKNOWN, L"", L"System Default Language" }, { 0x0436, UNKNOWN, L"AF", L"Afrikaans" }, { 0x041c, UNKNOWN, L"SQ", L"Albanian" }, { 0x0401, UNKNOWN, L"AR", L"Arabic (Saudi Arabia)" }, { 0x0801, UNKNOWN, L"AR", L"Arabic (Iraq)" }, { 0x0c01, UNKNOWN, L"AR", L"Arabic (Egypt)" }, { 0x1001, UNKNOWN, L"AR", L"Arabic (Libya)" }, { 0x1401, UNKNOWN, L"AR", L"Arabic (Algeria)" }, { 0x1801, UNKNOWN, L"AR", L"Arabic (Morocco)" }, { 0x1c01, UNKNOWN, L"AR", L"Arabic (Tunisia)" }, { 0x2001, UNKNOWN, L"AR", L"Arabic (Oman)" }, { 0x2401, UNKNOWN, L"AR", L"Arabic (Yemen)" }, { 0x2801, UNKNOWN, L"AR", L"Arabic (Syria)" }, { 0x2c01, UNKNOWN, L"AR", L"Arabic (Jordan)" }, { 0x3001, UNKNOWN, L"AR", L"Arabic (Lebanon)" }, { 0x3401, UNKNOWN, L"AR", L"Arabic (Kuwait)" }, { 0x3801, UNKNOWN, L"AR", L"Arabic (U.A.E.)" }, { 0x3c01, UNKNOWN, L"AR", L"Arabic (Bahrain)" }, { 0x4001, UNKNOWN, L"AR", L"Arabic (Qatar)" }, { 0x042b, UNKNOWN, L"HY", L"Armenian" }, { 0x042c, UNKNOWN, L"AZ", L"Azeri (Latin)" }, { 0x082c, UNKNOWN, L"AZ", L"Azeri (Cyrillic)" }, { 0x042d, UNKNOWN, L"ES", L"Basque" }, { 0x0423, UNKNOWN, L"BE", L"Belarusian" }, { 0x0445, UNKNOWN, L"", L"Bengali (India)" }, { 0x141a, UNKNOWN, L"", L"Bosnian (Bosnia and Herzegovina)" }, { 0x0402, UNKNOWN, L"BG", L"Bulgarian" }, { 0x0455, UNKNOWN, L"", L"Burmese" }, { 0x0403, UNKNOWN, L"CA", L"Catalan" }, { 0x0404, TRADITIONAL_CHINESE, L"CHT", L"#IME_0404", true }, { 0x0804, SIMPLIFIED_CHINESE, L"CHS", L"#IME_0804", true }, { 0x0c04, UNKNOWN, L"CH", L"Chinese (Hong Kong SAR, PRC)" }, { 0x1004, UNKNOWN, L"CH", L"Chinese (Singapore)" }, { 0x1404, UNKNOWN, L"CH", L"Chinese (Macao SAR)" }, { 0x041a, UNKNOWN, L"HR", L"Croatian" }, { 0x101a, UNKNOWN, L"HR", L"Croatian (Bosnia and Herzegovina)" }, { 0x0405, UNKNOWN, L"CZ", L"Czech" }, { 0x0406, UNKNOWN, L"DK", L"Danish" }, { 0x0465, UNKNOWN, L"MV", L"Divehi" }, { 0x0413, UNKNOWN, L"NL", L"Dutch (Netherlands)" }, { 0x0813, UNKNOWN, L"BE", L"Dutch (Belgium)" }, { 0x0409, ENGLISH, L"EN", L"#IME_0409" }, { 0x0809, ENGLISH, L"EN", L"English (United Kingdom)" }, { 0x0c09, ENGLISH, L"EN", L"English (Australian)" }, { 0x1009, ENGLISH, L"EN", L"English (Canadian)" }, { 0x1409, ENGLISH, L"EN", L"English (New Zealand)" }, { 0x1809, ENGLISH, L"EN", L"English (Ireland)" }, { 0x1c09, ENGLISH, L"EN", L"English (South Africa)" }, { 0x2009, ENGLISH, L"EN", L"English (Jamaica)" }, { 0x2409, ENGLISH, L"EN", L"English (Caribbean)" }, { 0x2809, ENGLISH, L"EN", L"English (Belize)" }, { 0x2c09, ENGLISH, L"EN", L"English (Trinidad)" }, { 0x3009, ENGLISH, L"EN", L"English (Zimbabwe)" }, { 0x3409, ENGLISH, L"EN", L"English (Philippines)" }, { 0x0425, UNKNOWN, L"ET", L"Estonian" }, { 0x0438, UNKNOWN, L"FO", L"Faeroese" }, { 0x0429, UNKNOWN, L"FA", L"Farsi" }, { 0x040b, UNKNOWN, L"FI", L"Finnish" }, { 0x040c, UNKNOWN, L"FR", L"#IME_040c" }, { 0x080c, UNKNOWN, L"FR", L"French (Belgian)" }, { 0x0c0c, UNKNOWN, L"FR", L"French (Canadian)" }, { 0x100c, UNKNOWN, L"FR", L"French (Switzerland)" }, { 0x140c, UNKNOWN, L"FR", L"French (Luxembourg)" }, { 0x180c, UNKNOWN, L"FR", L"French (Monaco)" }, { 0x0456, UNKNOWN, L"GL", L"Galician" }, { 0x0437, UNKNOWN, L"KA", L"Georgian" }, { 0x0407, UNKNOWN, L"DE", L"#IME_0407" }, { 0x0807, UNKNOWN, L"DE", L"German (Switzerland)" }, { 0x0c07, UNKNOWN, L"DE", L"German (Austria)" }, { 0x1007, UNKNOWN, L"DE", L"German (Luxembourg)" }, { 0x1407, UNKNOWN, L"DE", L"German (Liechtenstein)" }, { 0x0408, UNKNOWN, L"GR", L"Greek" }, { 0x0447, UNKNOWN, L"IN", L"Gujarati" }, { 0x040d, UNKNOWN, L"HE", L"Hebrew" }, { 0x0439, UNKNOWN, L"HI", L"Hindi" }, { 0x040e, UNKNOWN, L"HU", L"Hungarian" }, { 0x040f, UNKNOWN, L"IS", L"Icelandic" }, { 0x0421, UNKNOWN, L"ID", L"Indonesian" }, { 0x0434, UNKNOWN, L"", L"isiXhosa/Xhosa (South Africa)" }, { 0x0435, UNKNOWN, L"", L"isiZulu/Zulu (South Africa)" }, { 0x0410, UNKNOWN, L"IT", L"#IME_0410" }, { 0x0810, UNKNOWN, L"IT", L"Italian (Switzerland)" }, { 0x0411, JAPANESE, L"JP", L"#IME_0411" }, { 0x044b, UNKNOWN, L"IN", L"Kannada" }, { 0x0457, UNKNOWN, L"IN", L"Konkani" }, { 0x0412, KOREAN, L"KR", L"#IME_0412" }, { 0x0812, UNKNOWN, L"KR", L"Korean (Johab)" }, { 0x0440, UNKNOWN, L"KZ", L"Kyrgyz." }, { 0x0426, UNKNOWN, L"LV", L"Latvian" }, { 0x0427, UNKNOWN, L"LT", L"Lithuanian" }, { 0x0827, UNKNOWN, L"LT", L"Lithuanian (Classic)" }, { 0x042f, UNKNOWN, L"MK", L"FYRO Macedonian" }, { 0x043e, UNKNOWN, L"MY", L"Malay (Malaysian)" }, { 0x083e, UNKNOWN, L"MY", L"Malay (Brunei Darussalam)" }, { 0x044c, UNKNOWN, L"IN", L"Malayalam (India)" }, { 0x0481, UNKNOWN, L"", L"Maori (New Zealand)" }, { 0x043a, UNKNOWN, L"", L"Maltese (Malta)" }, { 0x044e, UNKNOWN, L"IN", L"Marathi" }, { 0x0450, UNKNOWN, L"MN", L"Mongolian" }, { 0x0414, UNKNOWN, L"NO", L"Norwegian (Bokmal)" }, { 0x0814, UNKNOWN, L"NO", L"Norwegian (Nynorsk)" }, { 0x0415, UNKNOWN, L"PL", L"Polish" }, { 0x0416, UNKNOWN, L"PT", L"Portuguese (Brazil)" }, { 0x0816, UNKNOWN, L"PT", L"Portuguese (Portugal)" }, { 0x0446, UNKNOWN, L"IN", L"Punjabi" }, { 0x046b, UNKNOWN, L"", L"Quechua (Bolivia)" }, { 0x086b, UNKNOWN, L"", L"Quechua (Ecuador)" }, { 0x0c6b, UNKNOWN, L"", L"Quechua (Peru)" }, { 0x0418, UNKNOWN, L"RO", L"Romanian" }, { 0x0419, UNKNOWN, L"RU", L"#IME_0419" }, { 0x044f, UNKNOWN, L"IN", L"Sanskrit" }, { 0x043b, UNKNOWN, L"", L"Sami, Northern (Norway)" }, { 0x083b, UNKNOWN, L"", L"Sami, Northern (Sweden)" }, { 0x0c3b, UNKNOWN, L"", L"Sami, Northern (Finland)" }, { 0x103b, UNKNOWN, L"", L"Sami, Lule (Norway)" }, { 0x143b, UNKNOWN, L"", L"Sami, Lule (Sweden)" }, { 0x183b, UNKNOWN, L"", L"Sami, Southern (Norway)" }, { 0x1c3b, UNKNOWN, L"", L"Sami, Southern (Sweden)" }, { 0x203b, UNKNOWN, L"", L"Sami, Skolt (Finland)" }, { 0x243b, UNKNOWN, L"", L"Sami, Inari (Finland)" }, { 0x0c1a, UNKNOWN, L"SR", L"Serbian (Cyrillic)" }, { 0x1c1a, UNKNOWN, L"SR", L"Serbian (Cyrillic, Bosnia, and Herzegovina)" }, { 0x081a, UNKNOWN, L"SR", L"Serbian (Latin)" }, { 0x181a, UNKNOWN, L"SR", L"Serbian (Latin, Bosnia, and Herzegovina)" }, { 0x046c, UNKNOWN, L"", L"Sesotho sa Leboa/Northern Sotho (South Africa)" }, { 0x0432, UNKNOWN, L"", L"Setswana/Tswana (South Africa)" }, { 0x041b, UNKNOWN, L"SK", L"Slovak" }, { 0x0424, UNKNOWN, L"SI", L"Slovenian" }, { 0x040a, UNKNOWN, L"ES", L"#IME_040a" }, { 0x080a, UNKNOWN, L"ES", L"Spanish (Mexican)" }, { 0x0c0a, UNKNOWN, L"ES", L"Spanish (Spain, Modern Sort)" }, { 0x100a, UNKNOWN, L"ES", L"Spanish (Guatemala)" }, { 0x140a, UNKNOWN, L"ES", L"Spanish (Costa Rica)" }, { 0x180a, UNKNOWN, L"ES", L"Spanish (Panama)" }, { 0x1c0a, UNKNOWN, L"ES", L"Spanish (Dominican Republic)" }, { 0x200a, UNKNOWN, L"ES", L"Spanish (Venezuela)" }, { 0x240a, UNKNOWN, L"ES", L"Spanish (Colombia)" }, { 0x280a, UNKNOWN, L"ES", L"Spanish (Peru)" }, { 0x2c0a, UNKNOWN, L"ES", L"Spanish (Argentina)" }, { 0x300a, UNKNOWN, L"ES", L"Spanish (Ecuador)" }, { 0x340a, UNKNOWN, L"ES", L"Spanish (Chile)" }, { 0x380a, UNKNOWN, L"ES", L"Spanish (Uruguay)" }, { 0x3c0a, UNKNOWN, L"ES", L"Spanish (Paraguay)" }, { 0x400a, UNKNOWN, L"ES", L"Spanish (Bolivia)" }, { 0x440a, UNKNOWN, L"ES", L"Spanish (El Salvador)" }, { 0x480a, UNKNOWN, L"ES", L"Spanish (Honduras)" }, { 0x4c0a, UNKNOWN, L"ES", L"Spanish (Nicaragua)" }, { 0x500a, UNKNOWN, L"ES", L"Spanish (Puerto Rico)" }, { 0x0430, UNKNOWN, L"", L"Sutu" }, { 0x0441, UNKNOWN, L"KE", L"Swahili (Kenya)" }, { 0x041d, UNKNOWN, L"SV", L"Swedish" }, { 0x081d, UNKNOWN, L"SV", L"Swedish (Finland)" }, { 0x045a, UNKNOWN, L"SY", L"Syriac" }, { 0x0449, UNKNOWN, L"IN", L"Tamil" }, { 0x0444, UNKNOWN, L"RU", L"Tatar (Tatarstan)" }, { 0x044a, UNKNOWN, L"IN", L"Telugu" }, { 0x041e, UNKNOWN, L"TH", L"#IME_041e" }, { 0x041f, UNKNOWN, L"TR", L"Turkish" }, { 0x0422, UNKNOWN, L"UA", L"Ukrainian" }, { 0x0420, UNKNOWN, L"PK", L"Urdu (Pakistan)" }, { 0x0820, UNKNOWN, L"IN", L"Urdu (India)" }, { 0x0443, UNKNOWN, L"UZ", L"Uzbek (Latin)" }, { 0x0843, UNKNOWN, L"UZ", L"Uzbek (Cyrillic)" }, { 0x042a, UNKNOWN, L"VN", L"Vietnamese" }, { 0x0452, UNKNOWN, L"", L"Welsh (United Kingdom)" }, }; static LanguageIds *GetLanguageInfo( unsigned short id ) { for ( int j = 0; j < sizeof( g_LanguageIds ) / sizeof( g_LanguageIds[ 0 ] ); ++j ) { if ( g_LanguageIds[ j ].id == id ) { return &g_LanguageIds[ j ]; break; } } return NULL; } ///////////////////////////////////////////////////////////////////////////// // CIMEDlg message handlers static bool IsIDInList( unsigned short id, int count, HKL *list ) { for ( int i = 0; i < count; ++i ) { if ( LOWORD( list[ i ] ) == id ) { return true; } } return false; } static const wchar_t *GetLanguageName( unsigned short id ) { wchar_t const *name = L"???"; for ( int j = 0; j < sizeof( g_LanguageIds ) / sizeof( g_LanguageIds[ 0 ] ); ++j ) { if ( g_LanguageIds[ j ].id == id ) { name = g_LanguageIds[ j ].displayname; break; } } return name; } //----------------------------------------------------------------------------- // Purpose: // Input : *hwnd - //----------------------------------------------------------------------------- void CInputGameUI::SetIMEWindow( void *hwnd ) { #ifndef _GAMECONSOLE _imeWnd = hwnd; #endif } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void *CInputGameUI::GetIMEWindow() { #ifndef _GAMECONSOLE return _imeWnd; #else return NULL; #endif } static void SpewIMEInfo( int langid ) { LanguageIds *info = GetLanguageInfo( langid ); if ( info ) { wchar_t const *name = info->shortcode ? info->shortcode : L"???"; wchar_t outstr[ 512 ]; _snwprintf( outstr, sizeof( outstr ) / sizeof( wchar_t ), L"IME language changed to: %s", name ); OutputDebugStringW( outstr ); OutputDebugStringW( L"\n" ); } } // Change keyboard layout type void CInputGameUI::OnChangeIME( bool forward ) { #ifndef _GAMECONSOLE HKL currentKb = GetKeyboardLayout( 0 ); UINT numKBs = GetKeyboardLayoutList( 0, NULL ); if ( numKBs > 0 ) { HKL *list = new HKL[ numKBs ]; GetKeyboardLayoutList( numKBs, list ); int oldKb = 0; CUtlVector< HKL > selections; for ( unsigned int i = 0; i < numKBs; ++i ) { BOOL first = !IsIDInList( LOWORD( list[ i ] ), i, list ); if ( !first ) continue; selections.AddToTail( list[ i ] ); if ( list[ i ] == currentKb ) { oldKb = selections.Count() - 1; } } oldKb += forward ? 1 : -1; if ( oldKb < 0 ) { oldKb = max( 0, selections.Count() - 1 ); } else if ( oldKb >= selections.Count() ) { oldKb = 0; } ActivateKeyboardLayout( selections[ oldKb ], 0 ); int langid = LOWORD( selections[ oldKb ] ); SpewIMEInfo( langid ); delete[] list; } #endif } int CInputGameUI::GetCurrentIMEHandle() { #ifndef _GAMECONSOLE HKL hkl = (HKL)GetKeyboardLayout( 0 ); return (int)hkl; #else return 0; #endif } int CInputGameUI::GetEnglishIMEHandle() { #ifndef _GAMECONSOLE HKL hkl = (HKL)0x04090409; return (int)hkl; #else return 0; #endif } void CInputGameUI::OnChangeIMEByHandle( int handleValue ) { #ifndef _GAMECONSOLE HKL hkl = (HKL)handleValue; ActivateKeyboardLayout( hkl, 0 ); int langid = LOWORD( hkl); SpewIMEInfo( langid ); #endif } // Returns the Language Bar label (Chinese, Korean, Japanese, Russion, Thai, etc.) void CInputGameUI::GetIMELanguageName( wchar_t *buf, int unicodeBufferSizeInBytes ) { #ifndef _GAMECONSOLE wchar_t const *name = GetLanguageName( LOWORD( GetKeyboardLayout( 0 ) ) ); wcsncpy( buf, name, unicodeBufferSizeInBytes / sizeof( wchar_t ) - 1 ); buf[ unicodeBufferSizeInBytes / sizeof( wchar_t ) - 1 ] = L'\0'; #else buf[0] = L'\0'; #endif } // Returns the short code for the language (EN, CH, KO, JP, RU, TH, etc. ). void CInputGameUI::GetIMELanguageShortCode( wchar_t *buf, int unicodeBufferSizeInBytes ) { #ifndef _GAMECONSOLE LanguageIds *info = GetLanguageInfo( LOWORD( GetKeyboardLayout( 0 ) ) ); if ( !info ) { buf[ 0 ] = L'\0'; } else { wcsncpy( buf, info->shortcode, unicodeBufferSizeInBytes / sizeof( wchar_t ) - 1 ); buf[ unicodeBufferSizeInBytes / sizeof( wchar_t ) - 1 ] = L'\0'; } #else buf[0] = L'\0'; #endif } // Call with NULL dest to get item count int CInputGameUI::GetIMELanguageList( LanguageItem *dest, int destcount ) { #ifndef _GAMECONSOLE int iret = 0; UINT numKBs = GetKeyboardLayoutList( 0, NULL ); if ( numKBs > 0 ) { HKL *list = new HKL[ numKBs ]; GetKeyboardLayoutList( numKBs, list ); CUtlVector< HKL > selections; for ( unsigned int i = 0; i < numKBs; ++i ) { BOOL first = !IsIDInList( LOWORD( list[ i ] ), i, list ); if ( !first ) continue; selections.AddToTail( list[ i ] ); } iret = selections.Count(); if ( dest ) { for ( int i = 0; i < min(iret,destcount); ++i ) { HKL hkl = selections[ i ]; LanguageItem *p = &dest[ i ]; LanguageIds *info = GetLanguageInfo( LOWORD( hkl ) ); memset( p, 0, sizeof( IInput::LanguageItem ) ); wcsncpy( p->shortname, info->shortcode, sizeof( p->shortname ) / sizeof( wchar_t ) ); p->shortname[ sizeof( p->shortname ) / sizeof( wchar_t ) - 1 ] = L'\0'; wcsncpy( p->menuname, info->displayname, sizeof( p->menuname ) / sizeof( wchar_t ) ); p->menuname[ sizeof( p->menuname ) / sizeof( wchar_t ) - 1 ] = L'\0'; p->handleValue = (int)hkl; p->active = ( hkl == GetKeyboardLayout( 0 ) ) ? true : false; } } delete[] list; } return iret; #else return 0; #endif } /* // Flag for effective options in conversion mode BOOL fConvMode[NUM_IMES_SUPPORTED][13] = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // EN {1, 1, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 0}, // Trad CH {1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1}, // Japanese {1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0}, // Kor {1, 1, 0, 0, 1, 1, 0, 0, 1, 0, 1, 1, 0}, // Simp CH {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, // UNK(same as EN) } // Flag for effective options in sentence mode BOOL fSentMode[NUM_IMES_SUPPORTED][6] = { {0, 0, 0, 0, 0, 0}, // EN {0, 1, 0, 0, 0, 0}, // Trad CH {1, 1, 1, 1, 1, 1}, // Japanese {0, 0, 0, 0, 0, 0}, // Kor {0, 0, 0, 0, 0, 0} // Simp CH {0, 0, 0, 0, 0, 0}, // UNK(same as EN) }; // Conversion mode message DWORD dwConvModeMsg[13] = { IME_CMODE_ALPHANUMERIC, IME_CMODE_NATIVE, IME_CMODE_KATAKANA, IME_CMODE_LANGUAGE, IME_CMODE_FULLSHAPE, IME_CMODE_ROMAN, IME_CMODE_CHARCODE, IME_CMODE_HANJACONVERT, IME_CMODE_SOFTKBD, IME_CMODE_NOCONVERSION, IME_CMODE_EUDC, IME_CMODE_SYMBOL, IME_CMODE_FIXED}; // Sentence mode message DWORD dwSentModeMsg[6] = { IME_SMODE_NONE, IME_SMODE_PLAURALCLAUSE, IME_SMODE_SINGLECONVERT, IME_SMODE_AUTOMATIC, IME_SMODE_PHRASEPREDICT, IME_SMODE_CONVERSATION }; // ENGLISH, // TRADITIONAL_CHINESE, // JAPANESE, // KOREAN, // SIMPLIFIED_CHINESE, // UNKNOWN, */ #ifndef _GAMECONSOLE struct IMESettingsTransform { IMESettingsTransform( unsigned int cmr, unsigned int cma, unsigned int smr, unsigned int sma ) : cmode_remove( cmr ), cmode_add( cma ), smode_remove( smr ), smode_add( sma ) { } void Apply( HWND hwnd ) { HIMC hImc = ImmGetContext( hwnd ); if ( hImc ) { DWORD dwConvMode, dwSentMode; ImmGetConversionStatus( hImc, &dwConvMode, &dwSentMode ); dwConvMode &= ~cmode_remove; dwSentMode &= ~smode_remove; ImmSetConversionStatus( hImc, dwConvMode, dwSentMode ); dwConvMode |= cmode_add; dwSentMode |= smode_add; ImmSetConversionStatus( hImc, dwConvMode, dwSentMode ); ImmReleaseContext( hwnd, hImc ); } } bool ConvMatches( DWORD convFlags ) { // To match, the active flags have to have none of the remove flags and have to have all of the "add" flags if ( convFlags & cmode_remove ) return false; if ( ( convFlags & cmode_add ) == cmode_add ) { return true; } return false; } bool SentMatches( DWORD sentFlags ) { // To match, the active flags have to have none of the remove flags and have to have all of the "add" flags if ( sentFlags & smode_remove ) return false; if ( ( sentFlags & smode_add ) == smode_add ) { return true; } return false; } unsigned int cmode_remove; unsigned int cmode_add; unsigned int smode_remove; unsigned int smode_add; }; static IMESettingsTransform g_ConversionMode_CHT_ToChinese( IME_CMODE_ALPHANUMERIC, IME_CMODE_NATIVE | IME_CMODE_LANGUAGE, 0, 0 ); static IMESettingsTransform g_ConversionMode_CHT_ToEnglish( IME_CMODE_NATIVE | IME_CMODE_LANGUAGE, IME_CMODE_ALPHANUMERIC, 0, 0 ); static IMESettingsTransform g_ConversionMode_CHS_ToChinese( IME_CMODE_ALPHANUMERIC, IME_CMODE_NATIVE | IME_CMODE_LANGUAGE, 0, 0 ); static IMESettingsTransform g_ConversionMode_CHS_ToEnglish( IME_CMODE_NATIVE | IME_CMODE_LANGUAGE, IME_CMODE_ALPHANUMERIC, 0, 0 ); static IMESettingsTransform g_ConversionMode_KO_ToKorean( IME_CMODE_ALPHANUMERIC, IME_CMODE_NATIVE | IME_CMODE_LANGUAGE, 0, 0 ); static IMESettingsTransform g_ConversionMode_KO_ToEnglish( IME_CMODE_NATIVE | IME_CMODE_LANGUAGE, IME_CMODE_ALPHANUMERIC, 0, 0 ); static IMESettingsTransform g_ConversionMode_JP_Hiragana( IME_CMODE_ALPHANUMERIC | IME_CMODE_KATAKANA, IME_CMODE_NATIVE | IME_CMODE_FULLSHAPE, 0, 0 ); static IMESettingsTransform g_ConversionMode_JP_DirectInput( IME_CMODE_NATIVE | ( IME_CMODE_KATAKANA | IME_CMODE_LANGUAGE ) | IME_CMODE_FULLSHAPE | IME_CMODE_ROMAN, IME_CMODE_ALPHANUMERIC, 0, 0 ); static IMESettingsTransform g_ConversionMode_JP_FullwidthKatakana( IME_CMODE_ALPHANUMERIC, IME_CMODE_NATIVE | IME_CMODE_FULLSHAPE | IME_CMODE_ROMAN | IME_CMODE_KATAKANA | IME_CMODE_LANGUAGE, 0, 0 ); static IMESettingsTransform g_ConversionMode_JP_HalfwidthKatakana( IME_CMODE_ALPHANUMERIC | IME_CMODE_FULLSHAPE, IME_CMODE_NATIVE | IME_CMODE_ROMAN | ( IME_CMODE_KATAKANA | IME_CMODE_LANGUAGE ), 0, 0 ); static IMESettingsTransform g_ConversionMode_JP_FullwidthAlphanumeric( IME_CMODE_NATIVE | ( IME_CMODE_KATAKANA | IME_CMODE_LANGUAGE ), IME_CMODE_ALPHANUMERIC | IME_CMODE_FULLSHAPE | IME_CMODE_ROMAN, 0, 0 ); static IMESettingsTransform g_ConversionMode_JP_HalfwidthAlphanumeric( IME_CMODE_NATIVE | ( IME_CMODE_KATAKANA | IME_CMODE_LANGUAGE ) | IME_CMODE_FULLSHAPE, IME_CMODE_ALPHANUMERIC | IME_CMODE_ROMAN, 0, 0 ); #endif // _GAMECONSOLE int CInputGameUI::GetIMEConversionModes( ConversionModeItem *dest, int destcount ) { #ifndef _GAMECONSOLE if ( dest ) { memset( dest, 0, destcount * sizeof( ConversionModeItem ) ); } DWORD dwConvMode = 0, dwSentMode = 0; HIMC hImc = ImmGetContext( ( HWND )GetIMEWindow() ); if ( hImc ) { ImmGetConversionStatus( hImc, &dwConvMode, &dwSentMode ); ImmReleaseContext( ( HWND )GetIMEWindow(), hImc ); } LanguageIds *info = GetLanguageInfo( LOWORD( GetKeyboardLayout( 0 ) ) ); switch ( info->languageflag ) { default: return 0; case TRADITIONAL_CHINESE: // This is either native or alphanumeric if ( dest ) { ConversionModeItem *item; int i = 0; item = &dest[ i++ ]; wcsncpy( item->menuname, L"#IME_Chinese", sizeof( item->menuname ) / sizeof( wchar_t ) ); item->handleValue = (int)&g_ConversionMode_CHT_ToChinese; item->active = g_ConversionMode_CHT_ToChinese.ConvMatches( dwConvMode ); item = &dest[ i++ ]; wcsncpy( item->menuname, L"#IME_English", sizeof( item->menuname ) / sizeof( wchar_t ) ); item->handleValue = (int)&g_ConversionMode_CHT_ToEnglish; item->active = g_ConversionMode_CHT_ToEnglish.ConvMatches( dwConvMode ); } return 2; case JAPANESE: // There are 6 Japanese modes if ( dest ) { ConversionModeItem *item; int i = 0; item = &dest[ i++ ]; wcsncpy( item->menuname, L"#IME_Hiragana", sizeof( item->menuname ) / sizeof( wchar_t ) ); item->handleValue = (int)&g_ConversionMode_JP_Hiragana; item->active = g_ConversionMode_JP_Hiragana.ConvMatches( dwConvMode ); item = &dest[ i++ ]; wcsncpy( item->menuname, L"#IME_FullWidthKatakana", sizeof( item->menuname ) / sizeof( wchar_t ) ); item->handleValue = (int)&g_ConversionMode_JP_FullwidthKatakana; item->active = g_ConversionMode_JP_FullwidthKatakana.ConvMatches( dwConvMode ); item = &dest[ i++ ]; wcsncpy( item->menuname, L"#IME_FullWidthAlphanumeric", sizeof( item->menuname ) / sizeof( wchar_t ) ); item->handleValue = (int)&g_ConversionMode_JP_FullwidthAlphanumeric; item->active = g_ConversionMode_JP_FullwidthAlphanumeric.ConvMatches( dwConvMode ); item = &dest[ i++ ]; wcsncpy( item->menuname, L"#IME_HalfWidthKatakana", sizeof( item->menuname ) / sizeof( wchar_t ) ); item->handleValue = (int)&g_ConversionMode_JP_HalfwidthKatakana; item->active = g_ConversionMode_JP_HalfwidthKatakana.ConvMatches( dwConvMode ); item = &dest[ i++ ]; wcsncpy( item->menuname, L"#IME_HalfWidthAlphanumeric", sizeof( item->menuname ) / sizeof( wchar_t ) ); item->handleValue = (int)&g_ConversionMode_JP_HalfwidthAlphanumeric; item->active = g_ConversionMode_JP_HalfwidthAlphanumeric.ConvMatches( dwConvMode ); item = &dest[ i++ ]; wcsncpy( item->menuname, L"#IME_English", sizeof( item->menuname ) / sizeof( wchar_t ) ); item->handleValue = (int)&g_ConversionMode_JP_DirectInput; item->active = g_ConversionMode_JP_DirectInput.ConvMatches( dwConvMode ); } return 6; case KOREAN: // This is either native or alphanumeric if ( dest ) { ConversionModeItem *item; int i = 0; item = &dest[ i++ ]; wcsncpy( item->menuname, L"#IME_Korean", sizeof( item->menuname ) / sizeof( wchar_t ) ); item->handleValue = (int)&g_ConversionMode_KO_ToKorean; item->active = g_ConversionMode_KO_ToKorean.ConvMatches( dwConvMode ); item = &dest[ i++ ]; wcsncpy( item->menuname, L"#IME_English", sizeof( item->menuname ) / sizeof( wchar_t ) ); item->handleValue = (int)&g_ConversionMode_KO_ToEnglish; item->active = g_ConversionMode_KO_ToEnglish.ConvMatches( dwConvMode ); } return 2; case SIMPLIFIED_CHINESE: // This is either native or alphanumeric if ( dest ) { ConversionModeItem *item; int i = 0; item = &dest[ i++ ]; wcsncpy( item->menuname, L"#IME_Chinese", sizeof( item->menuname ) / sizeof( wchar_t ) ); item->handleValue = (int)&g_ConversionMode_CHS_ToChinese; item->active = g_ConversionMode_CHS_ToChinese.ConvMatches( dwConvMode ); item = &dest[ i++ ]; wcsncpy( item->menuname, L"#IME_English", sizeof( item->menuname ) / sizeof( wchar_t ) ); item->handleValue = (int)&g_ConversionMode_CHS_ToChinese; item->active = g_ConversionMode_CHS_ToChinese.ConvMatches( dwConvMode ); } return 2; } #endif return 0; } #ifndef _GAMECONSOLE static IMESettingsTransform g_SentenceMode_JP_None( 0, 0, IME_SMODE_PLAURALCLAUSE | IME_SMODE_SINGLECONVERT | IME_SMODE_AUTOMATIC | IME_SMODE_PHRASEPREDICT | IME_SMODE_CONVERSATION, IME_SMODE_NONE ); static IMESettingsTransform g_SentenceMode_JP_General( 0, 0, IME_SMODE_NONE | IME_SMODE_PLAURALCLAUSE | IME_SMODE_SINGLECONVERT | IME_SMODE_AUTOMATIC | IME_SMODE_CONVERSATION, IME_SMODE_PHRASEPREDICT ); static IMESettingsTransform g_SentenceMode_JP_BiasNames( 0, 0, IME_SMODE_NONE | IME_SMODE_PHRASEPREDICT | IME_SMODE_SINGLECONVERT | IME_SMODE_AUTOMATIC | IME_SMODE_CONVERSATION, IME_SMODE_PLAURALCLAUSE ); static IMESettingsTransform g_SentenceMode_JP_BiasSpeech( 0, 0, IME_SMODE_NONE | IME_SMODE_PHRASEPREDICT | IME_SMODE_SINGLECONVERT | IME_SMODE_AUTOMATIC | IME_SMODE_PLAURALCLAUSE, IME_SMODE_CONVERSATION ); #endif // _GAMECONSOLE int CInputGameUI::GetIMESentenceModes( SentenceModeItem *dest, int destcount ) { #ifndef _GAMECONSOLE if ( dest ) { memset( dest, 0, destcount * sizeof( SentenceModeItem ) ); } DWORD dwConvMode = 0, dwSentMode = 0; HIMC hImc = ImmGetContext( ( HWND )GetIMEWindow() ); if ( hImc ) { ImmGetConversionStatus( hImc, &dwConvMode, &dwSentMode ); ImmReleaseContext( ( HWND )GetIMEWindow(), hImc ); } LanguageIds *info = GetLanguageInfo( LOWORD( GetKeyboardLayout( 0 ) ) ); switch ( info->languageflag ) { default: return 0; // case TRADITIONAL_CHINESE: // break; case JAPANESE: // There are 4 Japanese sentence modes if ( dest ) { SentenceModeItem *item; int i = 0; item = &dest[ i++ ]; wcsncpy( item->menuname, L"#IME_General", sizeof( item->menuname ) / sizeof( wchar_t ) ); item->handleValue = (int)&g_SentenceMode_JP_General; item->active = g_SentenceMode_JP_General.SentMatches( dwSentMode ); item = &dest[ i++ ]; wcsncpy( item->menuname, L"#IME_BiasNames", sizeof( item->menuname ) / sizeof( wchar_t ) ); item->handleValue = (int)&g_SentenceMode_JP_BiasNames; item->active = g_SentenceMode_JP_BiasNames.SentMatches( dwSentMode ); item = &dest[ i++ ]; wcsncpy( item->menuname, L"#IME_BiasSpeech", sizeof( item->menuname ) / sizeof( wchar_t ) ); item->handleValue = (int)&g_SentenceMode_JP_BiasSpeech; item->active = g_SentenceMode_JP_BiasSpeech.SentMatches( dwSentMode ); item = &dest[ i++ ]; wcsncpy( item->menuname, L"#IME_NoConversion", sizeof( item->menuname ) / sizeof( wchar_t ) ); item->handleValue = (int)&g_SentenceMode_JP_None; item->active = g_SentenceMode_JP_None.SentMatches( dwSentMode ); } return 4; } #endif return 0; } void CInputGameUI::OnChangeIMEConversionModeByHandle( int handleValue ) { #ifndef _GAMECONSOLE if ( handleValue == 0 ) return; IMESettingsTransform *txform = ( IMESettingsTransform * )handleValue; txform->Apply( (HWND)GetIMEWindow() ); #endif } void CInputGameUI::OnChangeIMESentenceModeByHandle( int handleValue ) { } void CInputGameUI::OnInputLanguageChanged() { } void CInputGameUI::OnIMEStartComposition() { } void DescribeIMEFlag( char const *string, bool value ) { if ( value ) { Msg( " %s\n", string ); } } #define IMEDesc( x ) DescribeIMEFlag( #x, flags & x ); void CInputGameUI::OnIMEComposition( int flags ) { #ifndef _GAMECONSOLE /* Msg( "OnIMEComposition\n" ); IMEDesc( VGUI_GCS_COMPREADSTR ); IMEDesc( VGUI_GCS_COMPREADATTR ); IMEDesc( VGUI_GCS_COMPREADCLAUSE ); IMEDesc( VGUI_GCS_COMPSTR ); IMEDesc( VGUI_GCS_COMPATTR ); IMEDesc( VGUI_GCS_COMPCLAUSE ); IMEDesc( VGUI_GCS_CURSORPOS ); IMEDesc( VGUI_GCS_DELTASTART ); IMEDesc( VGUI_GCS_RESULTREADSTR ); IMEDesc( VGUI_GCS_RESULTREADCLAUSE ); IMEDesc( VGUI_GCS_RESULTSTR ); IMEDesc( VGUI_GCS_RESULTCLAUSE ); IMEDesc( VGUI_CS_INSERTCHAR ); IMEDesc( VGUI_CS_NOMOVECARET ); */ HIMC hIMC = ImmGetContext( ( HWND )GetIMEWindow() ); if ( hIMC ) { if ( flags & VGUI_GCS_RESULTSTR ) { wchar_t tempstr[ 32 ]; int len = ImmGetCompositionStringW( hIMC, GCS_RESULTSTR, (LPVOID)tempstr, sizeof( tempstr ) ); if ( len > 0 ) { if ((len % 2) != 0) len++; int numchars = len / sizeof( wchar_t ); for ( int i = 0; i < numchars; ++i ) { InternalKeyTyped( tempstr[ i ] ); } } } if ( flags & VGUI_GCS_COMPSTR ) { wchar_t tempstr[ 256 ]; int len = ImmGetCompositionStringW( hIMC, GCS_COMPSTR, (LPVOID)tempstr, sizeof( tempstr ) ); if ( len > 0 ) { if ((len % 2) != 0) len++; int numchars = len / sizeof( wchar_t ); tempstr[ numchars ] = L'\0'; InternalSetCompositionString( tempstr ); } } ImmReleaseContext( ( HWND )GetIMEWindow(), hIMC ); } #endif } void CInputGameUI::OnIMEEndComposition() { InputContext_t *pContext = GetInputContext( m_hContext ); if ( pContext ) { // tell the current focused panel that a key was typed PostKeyMessage( new KeyValues( "DoCompositionString", "string", L"" ) ); } } void CInputGameUI::DestroyCandidateList() { #ifndef _GAMECONSOLE if ( _imeCandidates ) { delete[] (char *)_imeCandidates; _imeCandidates = 0; } #endif } void CInputGameUI::OnIMEShowCandidates() { #ifndef _GAMECONSOLE DestroyCandidateList(); CreateNewCandidateList(); InternalShowCandidateWindow(); #endif } void CInputGameUI::OnIMECloseCandidates() { #ifndef _GAMECONSOLE InternalHideCandidateWindow(); DestroyCandidateList(); #endif } void CInputGameUI::OnIMEChangeCandidates() { #ifndef _GAMECONSOLE DestroyCandidateList(); CreateNewCandidateList(); InternalUpdateCandidateWindow(); #endif } void CInputGameUI::CreateNewCandidateList() { #ifndef _GAMECONSOLE Assert( !_imeCandidates ); HIMC hImc = ImmGetContext( ( HWND )GetIMEWindow() ); if ( hImc ) { DWORD numCandidates = 0; DWORD bytes = ImmGetCandidateListCountW( hImc, &numCandidates ); if ( numCandidates > 0 ) { DWORD buflen = bytes + 1; char *buf = new char[ buflen ]; Q_memset( buf, 0, buflen ); CANDIDATELIST *list = ( CANDIDATELIST *)buf; DWORD copyBytes = ImmGetCandidateListW( hImc, 0, list, buflen ); if ( copyBytes > 0 ) { _imeCandidates = list; } else { delete[] buf; } } ImmReleaseContext( ( HWND )GetIMEWindow(), hImc ); } #endif } int CInputGameUI::GetCandidateListCount() { #ifndef _GAMECONSOLE if ( !_imeCandidates ) return 0; return (int)_imeCandidates->dwCount; #else return 0; #endif } void CInputGameUI::GetCandidate( int num, wchar_t *dest, int destSizeBytes ) { dest[ 0 ] = L'\0'; #ifndef _GAMECONSOLE if ( num < 0 || num >= (int)_imeCandidates->dwCount ) { return; } DWORD offset = *( DWORD *)( (char *)( _imeCandidates->dwOffset + num ) ); wchar_t *s = ( wchar_t *)( (char *)_imeCandidates + offset ); wcsncpy( dest, s, destSizeBytes / sizeof( wchar_t ) - 1 ); dest[ destSizeBytes / sizeof( wchar_t ) - 1 ] = L'\0'; #endif } int CInputGameUI::GetCandidateListSelectedItem() { #ifndef _GAMECONSOLE if ( !_imeCandidates ) return 0; return (int)_imeCandidates->dwSelection; #else return 0; #endif } int CInputGameUI::GetCandidateListPageSize() { #ifndef _GAMECONSOLE if ( !_imeCandidates ) return 0; return (int)_imeCandidates->dwPageSize; #else return 0; #endif } int CInputGameUI::GetCandidateListPageStart() { #ifndef _GAMECONSOLE if ( !_imeCandidates ) return 0; return (int)_imeCandidates->dwPageStart; #else return 0; #endif } void CInputGameUI::SetCandidateListPageStart( int start ) { #ifndef _GAMECONSOLE HIMC hImc = ImmGetContext( ( HWND )GetIMEWindow() ); if ( hImc ) { ImmNotifyIME( hImc, NI_SETCANDIDATE_PAGESTART, 0, start ); ImmReleaseContext( ( HWND )GetIMEWindow(), hImc ); } #endif } void CInputGameUI::OnIMERecomputeModes() { } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CInputGameUI::CandidateListStartsAtOne() { #ifndef _GAMECONSOLE DWORD prop = ImmGetProperty( GetKeyboardLayout( 0 ), IGP_PROPERTY ); if ( prop & IME_PROP_CANDLIST_START_FROM_1 ) { return true; } #endif return false; } void CInputGameUI::SetCandidateWindowPos( int x, int y ) { #ifndef _GAMECONSOLE POINT point; CANDIDATEFORM Candidate; point.x = x; point.y = y; HIMC hIMC = ImmGetContext( ( HWND )GetIMEWindow() ); if ( hIMC ) { // Set candidate window position near caret position Candidate.dwIndex = 0; Candidate.dwStyle = CFS_FORCE_POSITION; Candidate.ptCurrentPos.x = point.x; Candidate.ptCurrentPos.y = point.y; ImmSetCandidateWindow( hIMC, &Candidate ); ImmReleaseContext( ( HWND )GetIMEWindow(),hIMC ); } #endif } void CInputGameUI::InternalSetCompositionString( const wchar_t *compstr ) { InputContext_t *pContext = GetInputContext( m_hContext ); if ( pContext ) { // tell the current focused panel that a key was typed PostKeyMessage( new KeyValues( "DoCompositionString", "string", compstr ) ); } } void CInputGameUI::InternalShowCandidateWindow() { InputContext_t *pContext = GetInputContext( m_hContext ); if ( pContext ) { PostKeyMessage( new KeyValues( "DoShowIMECandidates" ) ); } } void CInputGameUI::InternalHideCandidateWindow() { InputContext_t *pContext = GetInputContext( m_hContext ); if ( pContext ) { PostKeyMessage( new KeyValues( "DoHideIMECandidates" ) ); } } void CInputGameUI::InternalUpdateCandidateWindow() { InputContext_t *pContext = GetInputContext( m_hContext ); if ( pContext ) { PostKeyMessage( new KeyValues( "DoUpdateIMECandidates" ) ); } } bool CInputGameUI::GetShouldInvertCompositionString() { #ifndef _GAMECONSOLE LanguageIds *info = GetLanguageInfo( LOWORD( GetKeyboardLayout( 0 ) ) ); if ( !info ) return false; // Only Chinese (simplified and traditional) return info->invertcomposition; #else return false; #endif } //----------------------------------------------------------------------------- // Handles an input event, returns true if the event should be filtered // from the rest of the game //----------------------------------------------------------------------------- bool InputGameUIHandleInputEvent( const InputEvent_t &event ) { switch( event.m_nType ) { case IE_ButtonPressed: { // NOTE: data2 is the virtual key code (data1 contains the scan-code one) ButtonCode_t code = (ButtonCode_t)event.m_nData2; if ( IsKeyCode( code ) || IsJoystickCode( code ) ) { return g_pInputGameUI->InternalKeyCodePressed( code ); } if ( IsJoystickCode( code ) ) { return g_pInputGameUI->InternalKeyCodePressed( code ); } if ( IsMouseCode( code ) ) { return g_pInputGameUI->InternalMousePressed( code ); } } break; case IE_ButtonReleased: { // NOTE: data2 is the virtual key code (data1 contains the scan-code one) ButtonCode_t code = (ButtonCode_t)event.m_nData2; if ( IsKeyCode( code ) || IsJoystickCode( code ) ) { return g_pInputGameUI->InternalKeyCodeReleased( code ); } if ( IsJoystickCode( code ) ) { return g_pInputGameUI->InternalKeyCodeReleased( code ); } if ( IsMouseCode( code ) ) { return g_pInputGameUI->InternalMouseReleased( code ); } } break; case IE_ButtonDoubleClicked: { // NOTE: data2 is the virtual key code (data1 contains the scan-code one) ButtonCode_t code = (ButtonCode_t)event.m_nData2; if ( IsMouseCode( code ) ) { return g_pInputGameUI->InternalMouseDoublePressed( code ); } } break; case IE_AnalogValueChanged: { if ( event.m_nData == MOUSE_WHEEL ) return g_pInputGameUI->InternalMouseWheeled( event.m_nData3 ); if ( event.m_nData == MOUSE_XY ) return g_pInputGameUI->InternalCursorMoved( event.m_nData2, event.m_nData3 ); } break; case IE_KeyCodeTyped: { ButtonCode_t code = (ButtonCode_t)event.m_nData; g_pInputGameUI->InternalKeyCodeTyped( code ); } return true; case IE_KeyTyped: { ButtonCode_t code = (ButtonCode_t)event.m_nData; g_pInputGameUI->InternalKeyTyped( code ); } return true; case IE_Quit: return true; case IE_Close: return true; case IE_SetCursor: //ActivateCurrentCursor(); return true; case IE_WindowSizeChanged: { g_pInputGameUI->SetWindowSize( event.m_nData, event.m_nData2 ); } case IE_IMESetWindow: g_pInputGameUI->SetIMEWindow( (void *)event.m_nData ); return true; case IE_LocateMouseClick: g_pInputGameUI->InternalCursorMoved( event.m_nData, event.m_nData2 ); return true; case IE_InputLanguageChanged: g_pInputGameUI->OnInputLanguageChanged(); return true; case IE_IMEStartComposition: g_pInputGameUI->OnIMEStartComposition(); return true; case IE_IMEComposition: g_pInputGameUI->OnIMEComposition( event.m_nData ); return true; case IE_IMEEndComposition: g_pInputGameUI->OnIMEEndComposition(); return true; case IE_IMEShowCandidates: g_pInputGameUI->OnIMEShowCandidates(); return true; case IE_IMEChangeCandidates: g_pInputGameUI->OnIMEChangeCandidates(); return true; case IE_IMECloseCandidates: g_pInputGameUI->OnIMECloseCandidates(); return true; case IE_IMERecomputeModes: g_pInputGameUI->OnIMERecomputeModes(); return true; } return false; } void CInputGameUI::OnCursorEnter( CHitArea* const & pTarget ) { Assert( pTarget ); pTarget->OnCursorEnter(); } void CInputGameUI::OnCursorExit( CHitArea * const & pTarget ) { Assert( pTarget ); pTarget->OnCursorExit(); } void CInputGameUI::OnCursorMove( CHitArea * const & pTarget, const int &x, const int &y ) { Assert( pTarget ); pTarget->OnCursorMove( x, y ); } void CInputGameUI::OnMouseDown( CHitArea * const & pTarget, const ButtonCode_t &code ) { Assert( pTarget ); pTarget->OnMouseDown( code ); } // Traps get nulled out when the up event is recieved so it is passed in here. void CInputGameUI::OnMouseUp( CHitArea * const & pTarget, CHitArea * const & pTrap, const ButtonCode_t &code ) { Assert( pTarget ); InputContext_t *pContext = GetInputContext( m_hContext ); // Scripts are only run if the current mouse focus is the same as the trap. // If they aren't the same, then the user moved the mouse off the target area. if ( code == MOUSE_LEFT ) { pTarget->OnMouseUp( code, ( pTrap == pContext->_mouseFocus ) ); } else if ( code == MOUSE_MIDDLE ) { pTarget->OnMouseUp( code, ( pTrap == pContext->_mouseFocus ) ); } else if ( code == MOUSE_RIGHT ) { pTarget->OnMouseUp( code, ( pTrap == pContext->_mouseFocus ) ); } } void CInputGameUI::OnMouseDoubleClick( CHitArea * const & pTarget, const ButtonCode_t &code ) { Assert( pTarget ); pTarget->OnMouseDoubleClick( code ); } void CInputGameUI::OnMouseWheel( CHitArea * const & pTarget, const int &delta ) { Assert( pTarget ); pTarget->OnMouseWheel( delta ); } void CInputGameUI::OnKeyDown( CHitArea * const & pTarget, const ButtonCode_t &code ) { Assert( pTarget ); pTarget->OnKeyDown( code ); } void CInputGameUI::OnKeyUp( CHitArea * const & pTarget, const ButtonCode_t &code ) { Assert( pTarget ); pTarget->OnKeyUp( code ); } void CInputGameUI::OnKeyCodeTyped( CHitArea * const & pTarget, const ButtonCode_t &code ) { Assert( pTarget ); pTarget->OnKeyCodeTyped( code ); } void CInputGameUI::OnKeyTyped( CHitArea * const & pTarget, const wchar_t &unichar ) { Assert( pTarget ); pTarget->OnKeyTyped( unichar ); } void CInputGameUI::OnLoseKeyFocus( CHitArea * const & pTarget ) { Assert( pTarget ); pTarget->OnLoseKeyFocus(); } void CInputGameUI::OnGainKeyFocus( CHitArea * const & pTarget ) { Assert( pTarget ); pTarget->OnGainKeyFocus(); }