cleaned up Key_Event, this changed toggleconsole bind behavior (it now only works...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 19 Jun 2005 19:04:00 +0000 (19:04 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 19 Jun 2005 19:04:00 +0000 (19:04 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5452 d7cf8633-e32d-0410-b094-e92efae38249

keys.c

diff --git a/keys.c b/keys.c
index 4c21425..1a02b65 100644 (file)
--- a/keys.c
+++ b/keys.c
@@ -830,7 +830,7 @@ Should NOT be called during an interrupt!
 void
 Key_Event (int key, char ascii, qboolean down)
 {
-#if 1
+#if 0
 #define USERPLAYING()  ( !key_consoleactive && key_dest == key_game && (cls.state == ca_connected && cls.signon == SIGNONS) )
        const char *bind;
 
@@ -934,6 +934,147 @@ Key_Event (int key, char ascii, qboolean down)
                        }
                }
        }
+#elif 1
+#define USERPLAYING()  ( !key_consoleactive && key_dest == key_game && (cls.state == ca_connected && cls.signon == SIGNONS) )
+       const char *bind;
+
+       // set key state
+       keydown[key] = down;
+
+       // get key binding
+       bind = keybindings[key_bmap][key];
+       if (!bind)
+               bind = keybindings[key_bmap2][key];
+
+       if (!down)
+       {
+               // clear repeat count now that the key is released
+               key_repeats[key] = 0;
+               // 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
+               if (bind && bind[0] == '+')
+                       Cbuf_AddText(va("-%s %i\n", bind + 1, key));
+               return;
+       }
+
+       // from here on we know this is a down event
+
+       // increment key repeat count each time a down is received so that things
+       // which want to ignore key repeat can ignore it
+       key_repeats[key]++;
+
+       // key_consoleactive is a flag not a key_dest because the console is a
+       // high priority overlay ontop of the normal screen (designed as a safety
+       // feature so that developers and users can rescue themselves from a bad
+       // situation).
+       //
+       // this also means that toggling the console on/off does not lose the old
+       // key_dest state
+
+       // specially handle escape (togglemenu) and shift-escape (toggleconsole)
+       // engine bindings, these are not handled as normal binds so that the user
+       // can recover from a completely empty bindmap
+       if (key == K_ESCAPE)
+       {
+               // ignore key repeats on escape
+               if (key_repeats[key] > 1)
+                       return;
+               // escape does these things:
+               // key_consolactive - close console
+               // key_message - abort messagemode
+               // key_menu - go to parent menu (or key_game)
+               // key_game - open menu
+               // in all modes shift-escape toggles console
+               if (key_consoleactive || keydown[K_SHIFT])
+               {
+                       Con_ToggleConsole_f ();
+                       return;
+               }
+               switch (key_dest)
+               {
+                       case key_message:
+                               Key_Message (key, ascii);
+                               break;
+                       case key_menu:
+                               MR_Keydown (key, ascii);
+                               break;
+                       case key_game:
+                               MR_ToggleMenu_f ();
+                               break;
+                       default:
+                               if(UI_Callback_IsSlotUsed(key_dest - 3))
+                                       UI_Callback_KeyDown (key, ascii);
+                               else
+                                       Sys_Error ("Bad key_dest");
+               }
+               return;
+       }
+
+       // send function keydowns to interpreter no matter what mode is
+       if (key >= K_F1 && key <= K_F12)
+       {
+               // ignore key repeats on F1-F12 binds
+               if (key_repeats[key] > 1)
+                       return;
+               if (bind)
+               {
+                       // button commands add keynum as a parm
+                       if (bind[0] == '+')
+                               Cbuf_AddText (va("%s %i\n", bind, key));
+                       else
+                       {
+                               Cbuf_AddText (bind);
+                               Cbuf_AddText ("\n");
+                       }
+               }
+               return;
+       }
+
+#if 1
+       // ignore binds (other than the above escape/F1-F12 keys) while in console
+       if (key_consoleactive)
+#else
+       // respond to toggleconsole binds while in console unless the pressed key
+       // happens to be the color prefix character (such as on German keyboards)
+       if (key_consoleactive && (strncmp(bind, "toggleconsole", strlen("toggleconsole")) || ascii == STRING_COLOR_TAG))
+#endif
+       {
+               Key_Console (key, ascii);
+               return;
+       }
+
+       // anything else is a key press into the game, chat line, or menu
+       switch (key_dest)
+       {
+               case key_message:
+                       Key_Message (key, ascii);
+                       break;
+               case key_menu:
+                       MR_Keydown (key, ascii);
+                       break;
+               case key_game:
+                       // ignore key repeats on binds
+                       if (bind && key_repeats[key] == 1)
+                       {
+                               // button commands add keynum as a parm
+                               if (bind[0] == '+')
+                                       Cbuf_AddText (va("%s %i\n", bind, key));
+                               else
+                               {
+                                       Cbuf_AddText (bind);
+                                       Cbuf_AddText ("\n");
+                               }
+                       }
+                       break;
+               default:
+                       if(UI_Callback_IsSlotUsed(key_dest - 3))
+                               UI_Callback_KeyDown (key, ascii);
+                       else
+                               Sys_Error ("Bad key_dest");
+       }
 #else
        const char      *kb;
        char            cmd[1024];