Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The main manager of the UI
//
// $Revision: $
// $NoKeywords: $
//===========================================================================//
#include "inputmanager.h"
#include "legion.h"
#include "uimanager.h"
#include "inputsystem/iinputsystem.h"
#include "tier2/tier2.h"
#include "tier1/convar.h"
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
static CInputManager s_InputManager;
extern CInputManager *g_pInputManager = &s_InputManager;
//-----------------------------------------------------------------------------
// Initialization
//-----------------------------------------------------------------------------
bool CInputManager::Init()
{
// FIXME: Read keybindings from a file
m_KeyBindings.SetBinding( "w", "+forward" );
m_KeyBindings.SetBinding( "s", "+back" );
m_KeyBindings.SetBinding( "`", "toggleconsole" );
m_ButtonUpToEngine.ClearAll();
return true;
}
//-----------------------------------------------------------------------------
// Add a command into the command queue
//-----------------------------------------------------------------------------
void CInputManager::AddCommand( const char *pCommand )
{
m_CommandBuffer.AddText( pCommand );
}
//-----------------------------------------------------------------------------
// FIXME! This is necessary only because of an artifact of how ConCommands used to work
//-----------------------------------------------------------------------------
static ConCommand *FindNamedCommand( char const *name )
{
// look through the command list for all matches
ConCommandBase const *cmd = (ConCommandBase const *)vgui::icvar()->GetCommands();
while (cmd)
{
if (!Q_strcmp( name, cmd->GetName() ) )
{
if ( cmd->IsCommand() )
{
return ( ConCommand * )cmd;
}
}
cmd = cmd->GetNext();
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInputManager::PrintConCommandBaseDescription( const ConCommandBase *pVar )
{
bool bMin, bMax;
float fMin, fMax;
const char *pStr;
Assert( pVar );
Color clr;
clr.SetColor( 255, 100, 100, 255 );
if ( !pVar->IsCommand() )
{
ConVar *var = ( ConVar * )pVar;
bMin = var->GetMin( fMin );
bMax = var->GetMax( fMax );
char const *value = NULL;
char tempVal[ 32 ];
if ( var->IsBitSet( FCVAR_NEVER_AS_STRING ) )
{
value = tempVal;
if ( fabs( (float)var->GetInt() - var->GetFloat() ) < 0.000001 )
{
Q_snprintf( tempVal, sizeof( tempVal ), "%d", var->GetInt() );
}
else
{
Q_snprintf( tempVal, sizeof( tempVal ), "%f", var->GetFloat() );
}
}
else
{
value = var->GetString();
}
if ( value )
{
Msg( "\"%s\" = \"%s\"", var->GetName(), value );
if ( Q_stricmp( value, var->GetDefault() ) )
{
Msg( " ( def. \"%s\" )", var->GetDefault() );
}
}
if ( bMin )
{
Msg( " min. %f", fMin );
}
if ( bMax )
{
Msg( " max. %f", fMax );
}
Msg( "\n" );
}
else
{
ConCommand *var = ( ConCommand * )pVar;
Msg( "\"%s\"\n", var->GetName() );
}
// PrintConCommandBaseFlags( pVar );
pStr = pVar->GetHelpText();
if ( pStr && pStr[0] )
{
Msg( " - %s\n", pStr );
}
}
//-----------------------------------------------------------------------------
// Per-frame update
//-----------------------------------------------------------------------------
void CInputManager::ProcessCommands( )
{
m_CommandBuffer.BeginProcessingCommands( 1 );
while ( m_CommandBuffer.DequeueNextCommand() )
{
const CCommand& args = m_CommandBuffer.GetCommand();
const ConCommandBase *pCommand = FindNamedCommand( args[ 0 ] );
if ( pCommand && pCommand->IsCommand() )
{
// FIXME: Um... yuck!?!
ConCommand *pConCommand = const_cast<ConCommand*>( static_cast<const ConCommand*>( pCommand ) );
pConCommand->Dispatch( args );
continue;
}
ConVar *pConVar = g_pCVar->FindVar( args[0] );
if ( !pConVar )
continue;
// perform a variable print or set
if ( args.ArgC() == 1 )
{
PrintConCommandBaseDescription( pConVar );
continue;
}
// Note that we don't want the tokenized list, send down the entire string
// except for surrounding quotes
char remaining[1024];
const char *pArgS = args.ArgS();
int nLen = Q_strlen( pArgS );
bool bIsQuoted = pArgS[0] == '\"';
if ( !bIsQuoted )
{
Q_strncpy( remaining, args.ArgS(), sizeof(remaining) );
}
else
{
--nLen;
Q_strncpy( remaining, &pArgS[1], sizeof(remaining) );
}
// Now strip off any trailing spaces
char *p = remaining + nLen - 1;
while ( p >= remaining )
{
if ( *p > ' ' )
break;
*p-- = 0;
}
// Strip off ending quote
if ( bIsQuoted && p >= remaining )
{
if ( *p == '\"' )
{
*p = 0;
}
}
if ( pConVar->IsBitSet( FCVAR_NEVER_AS_STRING ) )
{
pConVar->SetValue( (float)atof( remaining ) );
}
else
{
pConVar->SetValue( remaining );
}
}
m_CommandBuffer.EndProcessingCommands();
}
//-----------------------------------------------------------------------------
// Per-frame update
//-----------------------------------------------------------------------------
void CInputManager::Update( )
{
char cmd[1024];
g_pInputSystem->PollInputState();
int nEventCount = g_pInputSystem->GetEventCount();
const InputEvent_t* pEvents = g_pInputSystem->GetEventData( );
for ( int i = 0; i < nEventCount; ++i )
{
if ( pEvents[i].m_nType == IE_Quit )
{
IGameManager::Stop();
break;
}
bool bBypassVGui = false;
switch( pEvents[i].m_nType )
{
case IE_AppActivated:
if ( pEvents[i].m_nData == 0 )
{
m_ButtonUpToEngine.ClearAll();
}
break;
case IE_ButtonReleased:
{
// This logic is necessary to deal with switching back + forth
// between vgui + the engine. If we downclick in the engine,
// the engine must get the upclick.
ButtonCode_t code = (ButtonCode_t)pEvents[i].m_nData;
if ( m_ButtonUpToEngine[ code ] )
{
m_ButtonUpToEngine.Clear( code );
bBypassVGui = true;
}
}
break;
default:
break;
}
if ( !bBypassVGui )
{
if ( g_pUIManager->ProcessInputEvent( pEvents[i] ) )
continue;
}
// FIXME: Add game keybinding system here
bool bButtonDown = ( pEvents[i].m_nType == IE_ButtonPressed );
bool bButtonUp = ( pEvents[i].m_nType == IE_ButtonReleased );
if ( bButtonDown || bButtonUp )
{
ButtonCode_t code = (ButtonCode_t)pEvents[i].m_nData;
if ( bButtonDown )
{
m_ButtonUpToEngine.Set( code );
}
const char *pBinding = m_KeyBindings.GetBindingForButton( code );
if ( !pBinding )
continue;
if ( pBinding[0] != '+' )
{
if ( bButtonDown )
{
m_CommandBuffer.AddText( pBinding );
}
continue;
}
Q_snprintf( cmd, sizeof(cmd), "%c%s %i\n", bButtonUp ? '-' : '+', &pBinding[1], code );
m_CommandBuffer.AddText( cmd );
continue;
}
}
ProcessCommands();
}