Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

764 lines
18 KiB

//========= 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
}