Counter Strike : Global Offensive Source Code
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//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include "keys.h"
#include "cdll_engine_int.h"
#include "cmd.h"
#include "toolframework/itoolframework.h"
#include "toolframework/itoolsystem.h"
#include "tier1/utlbuffer.h"
#include "vgui_baseui_interface.h"
#include "tier2/tier2.h"
#include "inputsystem/iinputsystem.h"
#include "keyvalues.h"
#include "host.h"
#include "filesystem.h"
#include "filesystem_engine.h"
#include "cheatcodes.h"
#include "baseclientstate.h" // splitscreen interface
#include "tier1/fmtstr.h"
#include "EngineSoundInternal.h"
#ifndef DEDICATED
#include "cl_splitscreen.h"
#endif
#if defined( INCLUDE_SCALEFORM )
#include "scaleformui/scaleformui.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar in_forceuser( "in_forceuser", "0", FCVAR_CHEAT, "Force user input to this split screen player." );
enum KeyUpTarget_t
{
KEY_UP_ANYTARGET = 0,
KEY_UP_ENGINE,
KEY_UP_VGUI,
KEY_UP_TOOLS,
KEY_UP_CLIENT,
KEY_UP_GAMEUI,
KEY_UP_SCALEFORM,
KEY_UP_OVERLAY,
KEY_UP_TARGET_COUNT
};
struct KeyInfo_t
{
char *m_pKeyBinding;
unsigned char m_nKeyUpTarget : 4; // see KeyUpTarget_t
unsigned char m_bKeyDown : 1;
};
//-----------------------------------------------------------------------------
// Current keypress state
//-----------------------------------------------------------------------------
struct KeyContext_t
{
KeyContext_t()
{
// NOTE: If this compile-time assert fails, modify the bit count
// in KeyInfo_t::m_nKeyUpTarget
COMPILE_TIME_ASSERT( KEY_UP_TARGET_COUNT < 16 );
Q_memset( m_pKeyInfo, 0, sizeof( m_pKeyInfo ) );
m_bTrapMode = false;
m_bDoneTrapping = false;
m_nTrapKeyUp = BUTTON_CODE_INVALID;
m_nTrapKey = BUTTON_CODE_INVALID;
}
KeyInfo_t m_pKeyInfo[BUTTON_CODE_LAST];
//-----------------------------------------------------------------------------
// Trap mode is used by the keybinding UI
//-----------------------------------------------------------------------------
bool m_bTrapMode;
bool m_bDoneTrapping;
ButtonCode_t m_nTrapKeyUp;
ButtonCode_t m_nTrapKey;
};
static KeyContext_t s_KeyContext;
//-----------------------------------------------------------------------------
// Can keys be passed to various targets?
//-----------------------------------------------------------------------------
static inline bool ShouldPassKeyUpToTarget( ButtonCode_t code, KeyUpTarget_t target )
{
if (code < 0 || code >= BUTTON_CODE_LAST)
return true;
return ( s_KeyContext.m_pKeyInfo[code].m_nKeyUpTarget == target ) || ( s_KeyContext.m_pKeyInfo[code].m_nKeyUpTarget == KEY_UP_ANYTARGET );
}
ButtonCode_t GetSplitPlayerJoystickCode( ButtonCode_t bc )
{
#ifdef DEDICATED
return bc;
#else
if ( !IsJoystickCode( bc ) && !IsSteamControllerCode( bc ) )
return bc;
int nJoystick = GET_ACTIVE_SPLITSCREEN_SLOT();
return ButtonCodeToJoystickButtonCode( bc, nJoystick );
#endif
}
void Key_SetBinding( ButtonCode_t keynum, const char *pBinding )
{
char *pNewBinding;
int l;
if ( keynum == BUTTON_CODE_INVALID )
return;
keynum = GetSplitPlayerJoystickCode( keynum );
// free old bindings
if ( s_KeyContext.m_pKeyInfo[keynum].m_pKeyBinding )
{
// Exactly the same, don't re-bind and fragment memory
if ( !Q_strcmp( s_KeyContext.m_pKeyInfo[keynum].m_pKeyBinding, pBinding ) )
return;
delete[] s_KeyContext.m_pKeyInfo[keynum].m_pKeyBinding;
s_KeyContext.m_pKeyInfo[keynum].m_pKeyBinding = NULL;
}
// allocate memory for new binding
l = Q_strlen( pBinding );
pNewBinding = (char *)new char[ l+1 ];
Q_strncpy( pNewBinding, pBinding, l + 1 );
pNewBinding[l] = 0;
s_KeyContext.m_pKeyInfo[keynum].m_pKeyBinding = pNewBinding;
#if defined( INCLUDE_SCALEFORM )
if ( g_pScaleformUI )
{
g_pScaleformUI->UpdateBindingForButton( keynum, pBinding );
}
#endif
#ifndef DEDICATED
if ( g_ClientDLL )
{
g_ClientDLL->OnKeyBindingChanged( keynum, g_pInputSystem->ButtonCodeToString( (ButtonCode_t)keynum ), pNewBinding );
}
#endif
}
/*
===================
Key_Unbind_f
===================
*/
CON_COMMAND( unbind, "Unbind a key." )
{
ButtonCode_t b;
if ( args.ArgC() != 2 )
{
ConMsg( "unbind <key> : remove commands from a key\n" );
return;
}
b = g_pInputSystem->StringToButtonCode( args[1] );
if ( b == BUTTON_CODE_INVALID )
{
ConMsg( "\"%s\" isn't a valid key\n", args[1] );
return;
}
if ( b == KEY_ESCAPE )
{
ConMsg( "Can't unbind ESCAPE key\n" );
return;
}
Key_SetBinding( b, "" );
}
CON_COMMAND( unbindall, "Unbind all keys." )
{
int i;
for ( i=0; i<BUTTON_CODE_LAST; i++ )
{
if ( !s_KeyContext.m_pKeyInfo[i].m_pKeyBinding )
continue;
// Don't ever unbind escape or console key
if ( i == KEY_ESCAPE )
continue;
if ( i == KEY_BACKQUOTE )
continue;
Key_SetBinding( (ButtonCode_t)i, "" );
}
}
CON_COMMAND( unbindalljoystick, "Unbind all joystick keys." )
{
int i;
for ( i = 0; i < BUTTON_CODE_LAST; i++ )
{
if ( !s_KeyContext.m_pKeyInfo[i].m_pKeyBinding )
continue;
// Don't ever unbind escape or console key
if ( i == KEY_ESCAPE )
continue;
if ( i == KEY_BACKQUOTE )
continue;
if ( IsJoystickCode( ( ButtonCode_t )i ) )
{
Key_SetBinding( (ButtonCode_t)i, "" );
}
}
}
CON_COMMAND( unbindallmousekeyboard, "Unbind all mouse / keyboard keys." )
{
int i;
for ( i = 0; i < BUTTON_CODE_LAST; i++ )
{
if ( !s_KeyContext.m_pKeyInfo[i].m_pKeyBinding )
continue;
// Don't ever unbind escape or console key
if ( i == KEY_ESCAPE )
continue;
if ( i == KEY_BACKQUOTE )
continue;
if ( IsMouseCode( ( ButtonCode_t )i ) || IsKeyCode( ( ButtonCode_t )i ) )
{
Key_SetBinding( (ButtonCode_t)i, "" );
}
}
}
#ifndef DEDICATED
CON_COMMAND_F( escape, "Escape key pressed.", FCVAR_CLIENTCMD_CAN_EXECUTE )
{
EngineVGui()->HideGameUI();
}
#endif
/*
===================
Key_Bind_f
===================
*/
static void BindHelper( const CCommand &args )
{
int i, c;
ButtonCode_t b;
char cmd[1024];
c = args.ArgC();
if ( c != 2 && c != 3 )
{
ConMsg( "bind <key> [command] : attach a command to a key\n" );
return;
}
b = g_pInputSystem->StringToButtonCode( args[1] );
if ( b == BUTTON_CODE_INVALID )
{
ConMsg( "\"%s\" isn't a valid key\n", args[1] );
return;
}
if ( c == 2 )
{
b = GetSplitPlayerJoystickCode( b );
if (s_KeyContext.m_pKeyInfo[b].m_pKeyBinding)
{
ConMsg( "\"%s\" = \"%s\"\n", args[1], s_KeyContext.m_pKeyInfo[b].m_pKeyBinding );
}
else
{
ConMsg( "\"%s\" is not bound\n", args[1] );
}
return;
}
if ( b == KEY_ESCAPE )
{
Q_strncpy( cmd, "cancelselect", sizeof( cmd ) );
}
else
{
// copy the rest of the command line
cmd[0] = 0; // start out with a null string
for ( i=2 ; i< c ; i++ )
{
if (i > 2)
{
Q_strncat( cmd, " ", sizeof( cmd ), COPY_ALL_CHARACTERS );
}
Q_strncat( cmd, args[i], sizeof( cmd ), COPY_ALL_CHARACTERS );
}
}
Key_SetBinding( b, cmd );
}
CON_COMMAND( bind, "Bind a key." )
{
BindHelper( args );
}
CON_COMMAND( bind_osx, "Bind a key for OSX only." )
{
if ( IsOSX() )
BindHelper( args );
}
/*
============
GetDefaultKeyBindings
Returns a KeyValues object holding default keybindings. Caller is responsible for freeing
the KeyValues object.
============
*/
KeyValues *GetDefaultKeyBindings( void )
{
KeyValues *defaults = new KeyValues( "defaults" );
FileHandle_t f;
char szFileName[ _MAX_PATH ];
char token[ 1024 ];
char szKeyName[ 256 ];
// read kb_def file to get default key binds
Q_snprintf( szFileName, sizeof( szFileName ), "%skb_def" PLATFORM_EXT ".lst", SCRIPT_DIR );
f = g_pFileSystem->Open( szFileName, "r");
if ( !f )
{
ConMsg( "Couldn't open kb_def.lst\n" );
return defaults;
}
// read file into memory
int size = g_pFileSystem->Size(f);
char *startbuf = new char[ size + 1 ];
g_pFileSystem->Read( startbuf, size, f );
g_pFileSystem->Close( f );
startbuf[size] = 0;
const char *buf = startbuf;
while ( 1 )
{
buf = COM_ParseFile( buf, token, sizeof( token ) );
if ( strlen( token ) <= 0 )
break;
Q_strncpy ( szKeyName, token, sizeof( szKeyName ) );
buf = COM_ParseFile( buf, token, sizeof( token ) );
if ( strlen( token ) <= 0 ) // Error
break;
defaults->SetString( token, szKeyName );
}
delete [] startbuf; // cleanup on the way out
return defaults;
}
const char *GetSuggestedBinding( const char *command, KeyValues *defaults )
{
if ( !defaults )
return NULL;
const char *suggestedKeyString = defaults->GetString( command, NULL );
if ( suggestedKeyString )
{
return suggestedKeyString;
}
// If no exact match, scan for substring matches
for ( KeyValues *keybind = defaults->GetFirstSubKey(); keybind != NULL; keybind = keybind->GetNextKey() )
{
const char *suggestedKeyString = keybind->GetString();
const char *suggestedCommand = keybind->GetName();
const char *subStr = V_stristr( suggestedCommand, command );
if ( subStr != NULL )
{
return suggestedKeyString;
}
}
return NULL;
}
/*
============
Key_ForceBind_f
Find empty keys for the incoming command strings and bind them
============
*/
void Key_ForceBind_f( const CCommand &args )
{
int argc = args.ArgC();
if ( argc < 2 )
return;
KeyValues *defaults = GetDefaultKeyBindings();
Color boundColor( 0, 255, 64, 255 );
Color unboundColor( 255, 0, 64, 255 );
for ( int arg = 1; arg<argc; ++arg )
{
const char *command = args[arg];
const char *currentKeyBinding = Key_NameForBinding(command);
const char *suggestedKeyString = GetSuggestedBinding(command, defaults);
if ( !suggestedKeyString && currentKeyBinding )
{
// if we don't have a suggested keybind, unbind the command
ButtonCode_t key = g_pInputSystem->StringToButtonCode( currentKeyBinding );
if ( key == - 1 || key == KEY_ESCAPE )
{
continue;
}
ConColorMsg( boundColor, "Unbound obsolete command \"%s\"\n", command );
Key_SetBinding( key, "" );
continue;
}
if ( currentKeyBinding != NULL )
continue; // Already bound
if ( suggestedKeyString == NULL )
continue; // Was a key to be unbound
ButtonCode_t suggestedKeynum = g_pInputSystem->StringToButtonCode( suggestedKeyString );
const char *suggestedBind = Key_BindingForKey( suggestedKeynum );
if ( suggestedKeynum != -1 && (suggestedBind == NULL || *suggestedBind == '\0') )
{
ConColorMsg( boundColor, "Bound \"%s\" to key %s\n", command, suggestedKeyString );
Key_SetBinding(suggestedKeynum, command);
}
else
{
// 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
}