|
|
//========= Copyright 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 "cheatcodes.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
enum KeyUpTarget_t { KEY_UP_ANYTARGET = 0, KEY_UP_ENGINE, KEY_UP_VGUI, KEY_UP_TOOLS, KEY_UP_CLIENT, };
struct KeyInfo_t { char *m_pKeyBinding; unsigned char m_nKeyUpTarget : 3; // see KeyUpTarget_t
unsigned char m_bKeyDown : 1; };
//-----------------------------------------------------------------------------
// Current keypress state
//-----------------------------------------------------------------------------
static KeyInfo_t s_pKeyInfo[BUTTON_CODE_LAST];
//-----------------------------------------------------------------------------
// Trap mode is used by the keybinding UI
//-----------------------------------------------------------------------------
static bool s_bTrapMode = false; static bool s_bDoneTrapping = false; static ButtonCode_t s_nTrapKeyUp = BUTTON_CODE_INVALID; static ButtonCode_t s_nTrapKey = BUTTON_CODE_INVALID;
//-----------------------------------------------------------------------------
// Can keys be passed to various targets?
//-----------------------------------------------------------------------------
static inline bool ShouldPassKeyUpToTarget( ButtonCode_t code, KeyUpTarget_t target ) { return ( s_pKeyInfo[code].m_nKeyUpTarget == target ) || ( s_pKeyInfo[code].m_nKeyUpTarget == KEY_UP_ANYTARGET ); }
/*
=================== Key_SetBinding =================== */ void Key_SetBinding( ButtonCode_t keynum, const char *pBinding ) { char *pNewBinding; int l; if ( keynum == BUTTON_CODE_INVALID ) return;
// free old bindings
if ( s_pKeyInfo[keynum].m_pKeyBinding ) { // Exactly the same, don't re-bind and fragment memory
if ( !Q_strcmp( s_pKeyInfo[keynum].m_pKeyBinding, pBinding ) ) return;
delete[] s_pKeyInfo[keynum].m_pKeyBinding; s_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_pKeyInfo[keynum].m_pKeyBinding = pNewBinding; }
/*
=================== Key_Unbind_f =================== */ CON_COMMAND_F( unbind, "Unbind a key.", FCVAR_DONTRECORD ) { 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_F( unbind_mac, "Unbind a key on the Mac only.", FCVAR_DONTRECORD ) { if ( IsOSX() ) { 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_F( unbindall, "Unbind all keys.", FCVAR_DONTRECORD ) { int i; for ( i=0; i<BUTTON_CODE_LAST; i++ ) { if ( !s_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, "" ); } }
#ifndef SWDS
CON_COMMAND_F( escape, "Escape key pressed.", FCVAR_CLIENTCMD_CAN_EXECUTE ) { EngineVGui()->HideGameUI(); } #endif
/*
=================== Key_Bind_f =================== */
void BindKey( const char *pchBind, bool bShow, const char *pchCmd ) { if ( !g_pInputSystem ) return;
ButtonCode_t b = g_pInputSystem->StringToButtonCode( pchBind ); if ( b == BUTTON_CODE_INVALID ) { ConMsg( "\"%s\" isn't a valid key\n", pchBind ); return; } if ( bShow ) { if (s_pKeyInfo[b].m_pKeyBinding) { ConMsg( "\"%s\" = \"%s\"\n", pchBind, s_pKeyInfo[b].m_pKeyBinding ); } else { ConMsg( "\"%s\" is not bound\n", pchBind ); } return; } if ( b == KEY_ESCAPE ) { pchCmd = "cancelselect"; } Key_SetBinding( b, pchCmd ); }
CON_COMMAND_F( bind, "Bind a key.", FCVAR_DONTRECORD ) { int i, c; char cmd[1024]; c = args.ArgC();
if ( c != 2 && c != 3 ) { ConMsg( "bind <key> [command] : attach a command to a key\n" ); return; } // 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 ); }
BindKey( args[1], c == 2, cmd ); }
CON_COMMAND_F( bind_mac, "Bind this key but only on Mac, not win32", FCVAR_DONTRECORD ) { if ( IsOSX() ) { int i, c; char cmd[1024]; c = args.ArgC(); if ( c != 2 && c != 3 ) { ConMsg( "bind <key> [command] : attach a command to a key\n" ); return; } // 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 ); } BindKey( args[1], c == 2, cmd ); } }
/*
============ 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_pKeyInfo[i].m_pKeyBinding || !s_pKeyInfo[i].m_pKeyBinding[0] ) continue;
c++; }
return c; }
/*
============ Key_WriteBindings
Writes lines containing "bind key value" ============ */ void Key_WriteBindings( CUtlBuffer &buf ) { int i;
for ( i = 0 ; i < BUTTON_CODE_LAST ; i++ ) { if ( !s_pKeyInfo[i].m_pKeyBinding || !s_pKeyInfo[i].m_pKeyBinding[0] ) continue;
buf.Printf( "bind \"%s\" \"%s\"\n", g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i ), s_pKeyInfo[i].m_pKeyBinding ); } }
/*
============ 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" ============ */ const char *Key_NameForBinding( const char *pBinding ) { int i;
const char *pBind = pBinding; if ( pBinding[0] == '+' ) { ++pBind; }
for (i=0 ; i<BUTTON_CODE_LAST ; i++) { if (s_pKeyInfo[i].m_pKeyBinding) { if (*s_pKeyInfo[i].m_pKeyBinding) { if ( s_pKeyInfo[i].m_pKeyBinding[0] == '+' ) { if ( !Q_strcasecmp( s_pKeyInfo[i].m_pKeyBinding+1, (char *)pBind ) ) return g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i ); } else { if ( !Q_strcasecmp( s_pKeyInfo[i].m_pKeyBinding, (char *)pBind ) ) return g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i ); }
} } }
// Xbox 360 controller: Handle the dual bindings for duck and zoom
if ( !Q_stricmp( "duck", pBind ) ) return Key_NameForBinding( "toggle_duck" );
if ( !Q_stricmp( "zoom", pBind ) ) return Key_NameForBinding( "toggle_zoom" );
return NULL; }
/*
============ 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"
Does not perform "helpful" removal of '+' character from bindings. ============ */ const char *Key_NameForBindingExact( const char *pBinding ) { int i;
for (i=0 ; i<BUTTON_CODE_LAST ; i++) { if (s_pKeyInfo[i].m_pKeyBinding) { if (*s_pKeyInfo[i].m_pKeyBinding) { if ( !Q_strcasecmp( s_pKeyInfo[i].m_pKeyBinding, pBinding ) ) return g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i ); } } }
return NULL; }
const char *Key_BindingForKey( ButtonCode_t code ) { if ( code < 0 || code > BUTTON_CODE_LAST ) return NULL;
if ( !s_pKeyInfo[ code ].m_pKeyBinding ) return NULL;
return s_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;
ConMsg( "\"%s\" = \"%s\"\n", 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 ) ) { ConMsg( "\"%s\" = \"%s\"\n", 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_pKeyInfo ); ++i ) { delete[] s_pKeyInfo[ i ].m_pKeyBinding; s_pKeyInfo[ i ].m_pKeyBinding = NULL; }
ClearCheatCommands(); }
//-----------------------------------------------------------------------------
// Purpose: Starts trap mode (used for keybinding UI)
//-----------------------------------------------------------------------------
void Key_StartTrapMode( void ) { if ( s_bTrapMode ) return;
Assert( !s_bDoneTrapping && s_nTrapKeyUp == BUTTON_CODE_INVALID );
s_bDoneTrapping = false; s_bTrapMode = true; s_nTrapKeyUp = BUTTON_CODE_INVALID; }
//-----------------------------------------------------------------------------
// We're done trapping once the first key is hit
//-----------------------------------------------------------------------------
bool Key_CheckDoneTrapping( ButtonCode_t& code ) { if ( s_bTrapMode ) return false;
if ( !s_bDoneTrapping ) return false;
code = s_nTrapKey; s_nTrapKey = BUTTON_CODE_INVALID;
// Reset since we retrieved the results
s_bDoneTrapping = false; return true; }
#ifndef SWDS
//-----------------------------------------------------------------------------
// 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_nTrapKeyUp == code && !bDown ) { s_nTrapKeyUp = BUTTON_CODE_INVALID; return true; }
// Only key down events are trapped
if ( s_bTrapMode && bDown ) { s_nTrapKey = code; s_bTrapMode = false; s_bDoneTrapping = true; s_nTrapKeyUp = code; return true; }
return false; }
//-----------------------------------------------------------------------------
// Lets tools have a whack at key events
//-----------------------------------------------------------------------------
static bool HandleToolKey( const InputEvent_t &event ) { IToolSystem *toolsys = toolframework->GetTopmostTool(); return toolsys && toolsys->TrapKey( (ButtonCode_t)event.m_nData, ( event.m_nType != IE_ButtonReleased ) ); }
#endif // !SWDS
//-----------------------------------------------------------------------------
// Lets vgui have a whack at key events
//-----------------------------------------------------------------------------
#ifndef SWDS
static bool HandleVGuiKey( const InputEvent_t &event ) { bool bDown = event.m_nType != IE_ButtonReleased; ButtonCode_t code = (ButtonCode_t)event.m_nData;
if ( bDown && IsX360() ) { LogKeyPress( code ); CheckCheatCodes(); }
return EngineVGui()->Key_Event( event ); } //-----------------------------------------------------------------------------
// Lets the client have a whack at key events
//-----------------------------------------------------------------------------
static bool HandleClientKey( const InputEvent_t &event ) { 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_pKeyInfo[ code ].m_pKeyBinding ) == 0 ) return true;
return false; } #endif
//-----------------------------------------------------------------------------
// Lets the engine have a whack at key events
//-----------------------------------------------------------------------------
#ifndef SWDS
static bool HandleEngineKey( const InputEvent_t &event ) { 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 ) && !IsSteamControllerCode( code ) && !s_pKeyInfo[code].m_pKeyBinding ) { ConDMsg( "%s is unbound.\n", g_pInputSystem->ButtonCodeToString( code ) ); } }
// Allow the client to handle mouse wheel events while the game has focus, without having to bind keys.
#if !defined( SWDS )
if ( ( code == MOUSE_WHEEL_UP || code == MOUSE_WHEEL_DOWN ) && g_pClientReplay ) { g_ClientDLL->IN_OnMouseWheeled( code == MOUSE_WHEEL_UP ? 1 : -1 ); } #endif
// 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_pKeyInfo[ code ].m_pKeyBinding; if ( !kb || !kb[0] ) return false;
char cmd[1024]; if ( !bDown ) { if ( kb[0] == '+' ) { Q_snprintf( cmd, sizeof( cmd ), "-%s %i\n", kb+1, code ); Cbuf_AddText( cmd ); 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( cmd ); 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_pKeyInfo[KEY_LALT].m_bKeyDown || s_pKeyInfo[KEY_LSHIFT].m_bKeyDown || s_pKeyInfo[KEY_LCONTROL].m_bKeyDown || s_pKeyInfo[KEY_RALT].m_bKeyDown || s_pKeyInfo[KEY_RSHIFT].m_bKeyDown || s_pKeyInfo[KEY_RCONTROL].m_bKeyDown ) return false; }
Cbuf_AddText( kb ); Cbuf_AddText( "\n" ); return true; } #endif // !SWDS
//-----------------------------------------------------------------------------
// Helper function to make sure key down/key up events go to the right places
//-----------------------------------------------------------------------------
#ifndef SWDS
typedef bool (*FilterKeyFunc_t)( const InputEvent_t &event );
static bool FilterKey( const InputEvent_t &event, KeyUpTarget_t target, FilterKeyFunc_t func ) { bool bDown = event.m_nType != IE_ButtonReleased; ButtonCode_t code = (ButtonCode_t)event.m_nData;
// Don't pass the key up to tools if some other system wants it
if ( !bDown && !ShouldPassKeyUpToTarget( code, target ) ) return false;
bool bFiltered = func( event );
// If we filtered it, then we need to get the key up event
if ( bDown ) { if ( bFiltered ) { Assert( s_pKeyInfo[code].m_nKeyUpTarget == KEY_UP_ANYTARGET ); s_pKeyInfo[code].m_nKeyUpTarget = target; } } else // Up case
{ if ( s_pKeyInfo[code].m_nKeyUpTarget == target ) { s_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 ); } }
return bFiltered; } #endif // !SWDS
//-----------------------------------------------------------------------------
// Called by the system between frames for both key up and key down events
//-----------------------------------------------------------------------------
void Key_Event( const InputEvent_t &event ) { #ifdef SWDS
return; #else
ASSERT_NO_REENTRY();
bool bDown = event.m_nType != IE_ButtonReleased; ButtonCode_t code = (ButtonCode_t)event.m_nData;
#ifdef LINUX
// We're getting some crashes referencing s_pKeyInfo[ code ]. Let's try to
// hard error here and see if we can get code and type at http://minidump.
if ( code < 0 || code >= ARRAYSIZE( s_pKeyInfo ) ) { Error( "Key_Event: invalid code! type:%d code:%d\n", event.m_nType, code ); } #endif
// Don't handle key ups if the key's already up.
// NOTE: This should already be taken care of by the input system
Assert( s_pKeyInfo[code].m_bKeyDown != bDown ); if ( s_pKeyInfo[code].m_bKeyDown == bDown ) return;
s_pKeyInfo[code].m_bKeyDown = bDown;
// Deal with trapped keys
if ( FilterTrappedKey( code, bDown ) ) 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.
EngineVGui()->UpdateButtonState( event );
// Let tools have a whack at keys
if ( FilterKey( event, KEY_UP_TOOLS, HandleToolKey ) ) return; // Let vgui have a whack at keys
if ( FilterKey( event, KEY_UP_VGUI, HandleVGuiKey ) ) return;
// Let the client have a whack at keys
if ( FilterKey( event, KEY_UP_CLIENT, HandleClientKey ) ) return;
// Finally, let the engine deal. Here's where keybindings occur.
FilterKey( event, KEY_UP_ENGINE, HandleEngineKey ); #endif
}
|