Files
xash3d-fwgs/engine/client/input/in_keys.c
2026-05-20 23:24:36 +05:00

966 lines
24 KiB
C

/*
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 "<KEY NOT FOUND>";
if( keynum < 0 || keynum >= ARRAYSIZE( keys ))
return "<OUT OF RANGE>";
// 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 <key> : 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 <key> [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 );
}