/* keys.c - console key events Copyright (C) 2007 Uncle Mike This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. */ #include "common.h" #include "input.h" #include "client.h" #include "vgui_draw.h" #include "platform/platform.h" typedef struct { const char *binding; uint down : 1; uint gamedown : 1; uint repeats : 30; // if > 1, it is autorepeating } enginekey_t; typedef struct keyname_s { const char *name; // key name int keynum; // key number const char *binding; // default bind } keyname_t; // 512 is the maximum amount of scancodes supported by SDL2 // but we don't use that much, only about 255 like Quake/HL, add 9 additional // keys for international keyboards, that gives us 264 keys total // // as no limit is imposed by client.dll API, this can be safely extended // if needed static enginekey_t keys[265]; static const keyname_t keynames[] = { { "TAB", K_TAB, "" }, { "ENTER", K_ENTER, "" }, { "ESCAPE", K_ESCAPE, "cancelselect" }, // hardcoded { "SPACE", K_SPACE, "+jump" }, { "BACKSPACE", K_BACKSPACE, "" }, { "UPARROW", K_UPARROW, "+forward" }, { "DOWNARROW", K_DOWNARROW, "+back" }, { "LEFTARROW", K_LEFTARROW, "+left" }, { "RIGHTARROW", K_RIGHTARROW, "+right" }, { "ALT", K_ALT, "+strafe" }, { "CTRL", K_CTRL, "+attack" }, { "SHIFT", K_SHIFT, "+speed" }, { "CAPSLOCK", K_CAPSLOCK, "" }, { "SCROLLOCK", K_SCROLLLOCK, "" }, { "F1", K_F1, "cmd help" }, { "F2", K_F2, "menu_savegame" }, { "F3", K_F3, "menu_loadgame" }, { "F4", K_F4, "menu_controls" }, { "F5", K_F5, "menu_creategame" }, { "F6", K_F6, "savequick" }, { "F7", K_F7, "loadquick" }, { "F8", K_F8, "stop" }, { "F9", K_F9, "" }, { "F10", K_F10, "menu_main" }, { "F11", K_F11, "" }, { "F12", K_F12, "snapshot" }, { "INS", K_INS, "" }, { "DEL", K_DEL, "+lookdown" }, { "PGDN", K_PGDN, "+lookup" }, { "PGUP", K_PGUP, "" }, { "HOME", K_HOME, "" }, { "END", K_END, "centerview" }, // mouse buttouns { "MOUSE1", K_MOUSE1, "+attack" }, { "MOUSE2", K_MOUSE2, "+attack2" }, { "MOUSE3", K_MOUSE3, "" }, { "MOUSE4", K_MOUSE4, "" }, { "MOUSE5", K_MOUSE5, "" }, { "MWHEELUP", K_MWHEELUP, "" }, { "MWHEELDOWN", K_MWHEELDOWN, "" }, // digital keyboard { "KP_HOME", K_KP_HOME, "" }, { "KP_UPARROW", K_KP_UPARROW, "+forward" }, { "KP_PGUP", K_KP_PGUP, "" }, { "KP_LEFTARROW", K_KP_LEFTARROW, "+left" }, { "KP_5", K_KP_5, "" }, { "KP_RIGHTARROW", K_KP_RIGHTARROW, "+right" }, { "KP_END", K_KP_END, "centerview" }, { "KP_DOWNARROW", K_KP_DOWNARROW, "+back" }, { "KP_PGDN", K_KP_PGDN, "+lookup" }, { "KP_ENTER", K_KP_ENTER, "" }, { "KP_INS", K_KP_INS, "" }, { "KP_DEL", K_KP_DEL, "+lookdown" }, { "KP_SLASH", K_KP_SLASH, "" }, { "KP_MINUS", K_KP_MINUS, "" }, { "KP_PLUS", K_KP_PLUS, "" }, { "PAUSE", K_PAUSE, "pause" }, // Gamepad // A/B X/Y names match the Xbox controller layout { "A_BUTTON", K_A_BUTTON, "+jump" }, { "B_BUTTON", K_B_BUTTON, "+use" }, { "X_BUTTON", K_X_BUTTON, "+reload" }, { "Y_BUTTON", K_Y_BUTTON, "impulse 100" }, // Flashlight { "BACK", K_BACK_BUTTON, "pause" }, // Menu { "MODE", K_MODE_BUTTON, "" }, { "START", K_START_BUTTON, "cancelselect" }, { "STICK1", K_LSTICK, "+speed" }, { "STICK2", K_RSTICK, "+duck" }, { "L1_BUTTON", K_L1_BUTTON, "+duck" }, { "R1_BUTTON", K_R1_BUTTON, "+attack" }, { "DPAD_UP", K_DPAD_UP, "impulse 201" }, // Spray { "DPAD_DOWN", K_DPAD_DOWN, "lastinv" }, { "DPAD_LEFT", K_DPAD_LEFT, "invprev" }, { "DPAD_RIGHT", K_DPAD_RIGHT, "invnext" }, { "L2_BUTTON", K_L2_BUTTON, "+speed" }, { "R2_BUTTON", K_R2_BUTTON, "+attack2" }, { "LTRIGGER", K_JOY1, "+speed" }, // L2 in SDL2 { "RTRIGGER", K_JOY2, "+attack2" }, // R2 in SDL2 { "JOY3", K_JOY3, "" }, { "JOY4", K_JOY4, "" }, { "C_BUTTON", K_C_BUTTON, "" }, { "Z_BUTTON", K_Z_BUTTON, "" }, { "MISC_BUTTON", K_MISC_BUTTON, "" }, { "PADDLE1", K_PADDLE1_BUTTON, "" }, { "PADDLE2", K_PADDLE2_BUTTON, "" }, { "PADDLE3", K_PADDLE3_BUTTON, "" }, { "PADDLE4", K_PADDLE4_BUTTON, "" }, { "TOUCHPAD", K_TOUCHPAD, "" }, { "AUX26", K_AUX26, "" }, // generic { "AUX27", K_AUX27, "" }, { "AUX28", K_AUX28, "" }, { "AUX29", K_AUX29, "" }, { "AUX30", K_AUX30, "" }, { "AUX31", K_AUX31, "" }, { "AUX32", K_AUX32, "" }, // raw semicolon seperates commands { "SEMICOLON", ';', "" }, // extended keys set { "INTERNATIONAL1", K_INTERNATIONAL, "" }, { "INTERNATIONAL2", K_INTERNATIONAL + 1, "" }, { "INTERNATIONAL3", K_INTERNATIONAL + 2, "" }, { "INTERNATIONAL4", K_INTERNATIONAL + 3, "" }, { "INTERNATIONAL5", K_INTERNATIONAL + 4, "" }, { "INTERNATIONAL6", K_INTERNATIONAL + 5, "" }, { "INTERNATIONAL7", K_INTERNATIONAL + 6, "" }, { "INTERNATIONAL8", K_INTERNATIONAL + 7, "" }, { "INTERNATIONAL9", K_INTERNATIONAL + 8, "" }, }; static CVAR_DEFINE_AUTO( key_rotate, "0", FCVAR_ARCHIVE|FCVAR_FILTERABLE, "rotate arrow keys (0-3)" ); /* =================== Key_IsDown =================== */ int GAME_EXPORT Key_IsDown( int keynum ) { if( keynum == -1 ) return false; return keys[keynum].down; } /* =================== Key_StringToKeynum Returns a key number to be used to index keys[] by looking at the given string. Single ascii characters return themselves, while the K_* names are matched up. 0x11 will be interpreted as raw hex, which will allow new controlers to be configured even if they don't have defined names. =================== */ static int Key_StringToKeynum( const char *str ) { if( !str || !str[0] ) return -1; if( !str[1] ) return str[0]; // check for hex code if( str[0] == '0' && str[1] == 'x' ) { int key = Q_atoi( str ); if( key >= ARRAYSIZE( keys )) return -1; return key; } // scan for a text match for( int i = 0; i < ARRAYSIZE( keynames ); i++ ) { if( !Q_stricmp( str, keynames[i].name )) return keynames[i].keynum; } return -1; } /* =================== Key_KeynumToString Returns a string (either a single ascii char, a K_* name, or a 0x11 hex string) for the given keynum. =================== */ const char *Key_KeynumToString( int keynum ) { static char tinystr[16]; if( keynum == -1 ) return ""; if( keynum < 0 || keynum >= ARRAYSIZE( keys )) return ""; // check for printable ascii (don't use quote) if( keynum > 32 && keynum < 127 && keynum != '"' && keynum != ';' && keynum != K_SCROLLLOCK ) { tinystr[0] = keynum; tinystr[1] = 0; return tinystr; } // check for a key string for( int i = 0; i < ARRAYSIZE( keynames ); i++ ) { if( keynum == keynames[i].keynum ) return keynames[i].name; } Q_snprintf( tinystr, sizeof( tinystr ), "0x%x", keynum ); return tinystr; } /* =================== Key_SetBinding =================== */ void GAME_EXPORT Key_SetBinding( int keynum, const char *binding ) { if( keynum == -1 ) return; // free old bindings if( keys[keynum].binding ) { Mem_Free((char *)keys[keynum].binding ); keys[keynum].binding = NULL; } // allocate memory for new binding keys[keynum].binding = copystring( binding ); } /* =================== Key_GetBinding =================== */ const char *Key_GetBinding( int keynum ) { if( keynum == -1 ) return NULL; return keys[keynum].binding; } /* =================== Key_GetKey =================== */ static int Key_GetKey( const char *pBinding ) { if( !pBinding ) return -1; int len = Q_strlen( pBinding ); for( int i = 0; i < ARRAYSIZE( keys ); i++ ) { if( !keys[i].binding ) continue; const char *p = keys[i].binding; if( *p == '+' ) p++; if( !Q_strnicmp( p, pBinding, len ) ) return i; } return -1; } /* ============= Key_LookupBinding ============= */ const char *Key_LookupBinding( const char *pBinding ) { int key = Key_GetKey( pBinding ); if( key == -1 ) return NULL; return Key_KeynumToString( key ); } /* =================== Key_Unbind_f =================== */ static void Key_Unbind_f( void ) { if( Cmd_Argc() != 2 ) { Con_Printf( S_USAGE "unbind : remove commands from a key\n" ); return; } int b = Key_StringToKeynum( Cmd_Argv( 1 )); if( b == -1 ) { Con_Printf( "\"%s\" isn't a valid key\n", Cmd_Argv( 1 )); return; } if( b == K_ESCAPE ) { Con_Printf( "Can't unbind ESCAPE key\n" ); return; } Key_SetBinding( b, "" ); } /* =================== Key_Unbindall_f =================== */ static void Key_Unbindall_f( void ) { for( int i = 0; i < ARRAYSIZE( keys ); i++ ) { if( keys[i].binding ) Key_SetBinding( i, "" ); } // set some defaults Key_SetBinding( K_ESCAPE, "cancelselect" ); Key_SetBinding( K_START_BUTTON, "cancelselect" ); } /* =================== Key_Reset_f =================== */ static void Key_Reset_f( void ) { // clear all keys first for( int i = 0; i < ARRAYSIZE( keys ); i++ ) { if( keys[i].binding ) Key_SetBinding( i, "" ); } // apply default values for( int i = 0; i < ARRAYSIZE( keynames ); i++ ) Key_SetBinding( keynames[i].keynum, keynames[i].binding ); } /* =================== Key_Bind_f =================== */ static void Key_Bind_f( void ) { int c = Cmd_Argc(); if( c < 2 ) { Con_Printf( S_USAGE "bind [command] : attach a command to a key\n" ); return; } int b = Key_StringToKeynum( Cmd_Argv( 1 )); if( b == -1 ) { Con_Printf( "\"%s\" isn't a valid key\n", Cmd_Argv( 1 )); return; } if( c == 2 ) { if( keys[b].binding ) Con_Printf( "\"%s\" = \"%s\"\n", Cmd_Argv( 1 ), keys[b].binding ); else Con_Printf( "\"%s\" is not bound\n", Cmd_Argv( 1 )); return; } // copy the rest of the command line char cmd[1024]; cmd[0] = 0; // start out with a null string for( int i = 2; i < c; i++ ) { Q_strncat( cmd, Cmd_Argv( i ), sizeof( cmd )); if( i != ( c - 1 )) Q_strncat( cmd, " ", sizeof( cmd )); } Key_SetBinding( b, cmd ); } /* ============ Key_WriteBindings Writes lines containing "bind key value" ============ */ void Key_WriteBindings( file_t *f ) { if( !f ) return; FS_Printf( f, "unbindall\n" ); for( int i = 0; i < ARRAYSIZE( keys ); i++ ) { if( COM_StringEmptyOrNULL( keys[i].binding )) continue; string newCommand; Cmd_Escape( newCommand, keys[i].binding, sizeof( newCommand )); // NOTE: as TheKingFireS figured out, some particular mods (like CoF) do not // use LookupBinding to find key by it's binding and instead parse config.cfg // to look for bind commands. // CoF expects key to be enclosed in double quotes FS_Printf( f, "bind \"%s\" \"%s\"\n", Key_KeynumToString( i ), newCommand ); } } /* ============ Key_Bindlist_f ============ */ static void Key_Bindlist_f( void ) { for( int i = 0; i < ARRAYSIZE( keys ); i++ ) { if( COM_StringEmptyOrNULL( keys[i].binding )) continue; Con_Printf( "%s \"%s\"\n", Key_KeynumToString( i ), keys[i].binding ); } } /* ===================================== Cmd_GetKeysList Autocomplete for bind command ===================================== */ qboolean Cmd_GetKeysList( const char *s, char *completedname, int length, qboolean print_suggestions ) { size_t i, numkeys; string keys_strings[ARRAYSIZE( keys )]; string matchbuf; // compare keys list with current keyword int len = Q_strlen( s ); for( i = 0, numkeys = 0; i < ARRAYSIZE( keys ); i++ ) { const char *keyname = Key_KeynumToString( i ); if(( *s == '*' ) || !Q_strnicmp( keyname, s, len )) Q_strncpy( keys_strings[numkeys++], keyname, sizeof( keys_strings[0] )); } if( !numkeys ) return false; Q_strncpy( matchbuf, keys_strings[0], sizeof( matchbuf )); if( completedname && length ) Q_strncpy( completedname, matchbuf, length ); if( numkeys == 1 ) return true; for( i = 0; i < numkeys; i++ ) { Q_strncpy( matchbuf, keys_strings[i], sizeof( matchbuf )); if( print_suggestions ) Con_Printf( "%16s\n", matchbuf ); } if( print_suggestions ) Con_Printf( "\n^3 %zu keys found.\n", numkeys ); if( completedname && length ) { for( i = 0; matchbuf[i]; i++ ) { if( Q_tolower( completedname[i] ) != Q_tolower( matchbuf[i] )) completedname[i] = 0; } } return true; } /* ============================================================================== LINE TYPING INTO THE CONSOLE ============================================================================== */ /* =================== Key_Init =================== */ void Key_Init( void ) { // register our functions Cmd_AddRestrictedCommand( "bind", Key_Bind_f, "binds a command to the specified key in bindmap" ); Cmd_AddRestrictedCommand( "unbind", Key_Unbind_f, "removes a command on the specified key in bindmap" ); Cmd_AddRestrictedCommand( "unbindall", Key_Unbindall_f, "removes all commands from all keys in bindmap" ); Cmd_AddRestrictedCommand( "resetkeys", Key_Reset_f, "reset all keys to their default values" ); Cmd_AddCommand( "bindlist", Key_Bindlist_f, "display current key bindings" ); Cmd_AddCommand( "makehelp", Key_EnumCmds_f, "write help.txt that contains all console cvars and cmds" ); // setup default binding. "unbindall" from config.cfg will be reset it for( int i = 0; i < ARRAYSIZE( keynames ); i++ ) Key_SetBinding( keynames[i].keynum, keynames[i].binding ); Cvar_RegisterVariable( &key_rotate ); } /* =================== Key_AddKeyCommands =================== */ static void Key_AddKeyCommands( int key, const char *kb, qboolean down ) { if( !kb ) return; char button[1024]; char *buttonPtr = button; for( int i = 0; ; i++ ) { if( kb[i] == ';' || !kb[i] ) { *buttonPtr = '\0'; if( button[0] == '+' ) { char cmd[1024]; // button commands add keynum as a parm if( down ) Q_snprintf( cmd, sizeof( cmd ), "%s %i\n", button, key ); else Q_snprintf( cmd, sizeof( cmd ), "-%s %i\n", button + 1, key ); Cbuf_AddText( cmd ); } else if( down ) { // down-only command Cbuf_AddText( button ); Cbuf_AddText( "\n" ); } buttonPtr = button; while((((byte)kb[i]) <= ' ' || kb[i] == ';' ) && kb[i] != 0 ) i++; } *buttonPtr++ = kb[i]; if( !kb[i] ) break; } } /* =================== Key_IsAllowedAutoRepeat List of keys that allows auto-repeat =================== */ static qboolean Key_IsAllowedAutoRepeat( int key ) { if( cls.key_dest != key_game ) return true; switch( key ) { case K_BACKSPACE: case K_PAUSE: case K_PGUP: case K_KP_PGUP: case K_PGDN: case K_KP_PGDN: return true; default: return false; } } static int Key_Rotate( int key ) { if( key_rotate.value == 1.0f ) // CW { if( key == K_UPARROW ) key = K_LEFTARROW; else if( key == K_LEFTARROW ) key = K_DOWNARROW; else if( key == K_RIGHTARROW ) key = K_UPARROW; else if( key == K_DOWNARROW ) key = K_RIGHTARROW; } else if( key_rotate.value == 3.0f ) // CCW { if( key == K_UPARROW ) key = K_RIGHTARROW; else if( key == K_LEFTARROW ) key = K_UPARROW; else if( key == K_RIGHTARROW ) key = K_DOWNARROW; else if( key == K_DOWNARROW ) key = K_LEFTARROW; } else if( key_rotate.value == 2.0f ) { if( key == K_UPARROW ) key = K_DOWNARROW; else if( key == K_LEFTARROW ) key = K_RIGHTARROW; else if( key == K_RIGHTARROW ) key = K_LEFTARROW; else if( key == K_DOWNARROW ) key = K_UPARROW; } return key; } /* =================== Key_Event Called by the system for both key up and key down events =================== */ void GAME_EXPORT Key_Event( int key, int down ) { key = Key_Rotate( key ); if( OSK_KeyEvent( key, down ) ) return; // key was pressed before engine was run if( !keys[key].down && !down ) return; const char *kb = keys[key].binding; keys[key].down = down ? true : false; #ifdef HACKS_RELATED_HLMODS if(( cls.key_dest == key_game ) && ( cls.state == ca_cinematic ) && ( key != K_ESCAPE || !down )) { // only escape passed when cinematic is playing // HLFX 0.6 bug: crash in vgui3.dll while press +attack during movie playback return; } #endif // distribute the key down event to the apropriate handler if( cls.key_dest == key_game && ( down || keys[key].gamedown )) { if( !clgame.dllFuncs.pfnKey_Event( down, key, keys[key].binding )) { if( keys[key].repeats == 0 && down ) { keys[key].gamedown = true; } if( !down ) { keys[key].gamedown = false; keys[key].repeats = 0; } return; // handled in client.dll } } // update auto-repeat status if( down ) { keys[key].repeats++; if( !Key_IsAllowedAutoRepeat( key ) && keys[key].repeats > 1 ) { // ignore most autorepeats return; } if( key >= 200 && !kb ) Con_Printf( "%s is unbound.\n", Key_KeynumToString( key )); } else { keys[key].gamedown = false; keys[key].repeats = 0; } VGui_KeyEvent( key, down ); // console key is hardcoded, so the user can never unbind it if( key == '`' || key == '~' ) { // we are in typing mode, so don't switch to console if( cls.key_dest == key_message || !down ) return; Con_ToggleConsole_f(); return; } // escape is always handled special if( key == K_ESCAPE && down ) { switch( cls.key_dest ) { case key_game: if( r_showtextures.value ) { // close texture atlas Cvar_DirectSet( &r_showtextures, "0" ); return; } else if( host.mouse_visible && cls.state != ca_cinematic ) { clgame.dllFuncs.pfnKey_Event( down, key, keys[key].binding ); return; // handled in client.dll } break; default: break; } } if( cls.key_dest == key_menu ) { // classic Xash3D menus don't have an extension that tells engine // to enable text input if( !gameui.use_extended_api ) { // we don't know if menu wants text input or not // enable it unconditionally Key_EnableTextInput( true, false ); // pass this key to the menu, if printable if( !host.textmode && down && ( key >= 32 ) && ( key <= 'z' )) { if( Key_IsDown( K_SHIFT )) key += 'A' - 'a'; UI_CharEvent( key ); } } UI_KeyEvent( key, down ); return; } // key up events only perform actions if the game key binding is // a button command (leading + sign). These will be processed even in // console mode and menu mode, to keep the character from continuing // an action started before a mode switch. if( !down ) { Key_AddKeyCommands( key, kb, down ); return; } // distribute the key down event to the apropriate handler if( cls.key_dest == key_game ) { Key_AddKeyCommands( key, kb, down ); } else if( cls.key_dest == key_console ) { Key_Console( key ); } else if( cls.key_dest == key_message ) { Key_Message( key ); } } /* ================ Key_EnableTextInput ================ */ void Key_EnableTextInput( qboolean enable, qboolean force ) { if( osk_enable.value ) { OSK_EnableTextInput( enable, force ); return; } if( enable && ( !host.textmode || force )) Platform_EnableTextInput( true ); else if( !enable && ( host.textmode || force )) Platform_EnableTextInput( false ); host.textmode = enable; } /* ========= Key_SetKeyDest ========= */ void GAME_EXPORT Key_SetKeyDest( int key_dest ) { IN_ToggleClientMouse( key_dest, cls.key_dest ); switch( key_dest ) { case key_game: Key_EnableTextInput( false, false ); cls.key_dest = key_game; break; case key_menu: Key_EnableTextInput( false, false ); cls.key_dest = key_menu; break; case key_console: #if !XASH_NSWITCH && !XASH_PSVITA // if we don't disable this, pops up the keyboard during load Key_EnableTextInput( true, false ); #endif cls.key_dest = key_console; break; case key_message: Key_EnableTextInput( true, false ); cls.key_dest = key_message; break; default: Host_Error( "%s: wrong destination (%i)\n", __func__, key_dest ); break; } } /* =================== Key_ClearStates =================== */ void GAME_EXPORT Key_ClearStates( void ) { // don't clear keys during changelevel if( cls.changelevel ) return; for( int i = 0; i < ARRAYSIZE( keys ); i++ ) { if( i >= K_MOUSE1 && i <= K_MOUSE5 ) IN_MouseEvent( i - K_MOUSE1, false ); else Key_Event( i, false ); keys[i].down = 0; keys[i].repeats = 0; keys[i].gamedown = 0; } if( clgame.hInstance ) clgame.dllFuncs.IN_ClearStates(); } /* =================== CL_CharEvent Normal keyboard characters, already shifted / capslocked / etc =================== */ void CL_CharEvent( int key ) { // the console key should never be used as a char if( key == '`' || key == '~' ) return; if( cls.key_dest == key_console && !Con_Visible( )) { if((char)key == '`' || (char)key == '?' ) return; // don't pass '`' when we open the console } // distribute the key down event to the apropriate handler if( cls.key_dest == key_console || cls.key_dest == key_message ) { Con_CharEvent( key ); } else if( cls.key_dest == key_menu ) { UI_CharEvent( key ); } } /* ============ Key_ToUpper A helper function if platform input doesn't support text mode properly ============ */ int Key_ToUpper( int keynum ) { if( keynum == '-' ) return '_'; if( keynum == '=' ) return '+'; if( keynum == ';' ) return ':'; if( keynum == '\'' ) return '"'; return Q_toupper( keynum ); }