/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code 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. Doom 3 Source Code 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. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __KEYINPUT_H__ #define __KEYINPUT_H__ #include "idlib/CmdArgs.h" class idFile; /* =============================================================================== Key Input =============================================================================== */ // these are the key numbers that are used by the key system // normal keys should be passed as lowercased ascii // Some high ascii (> 127) characters that are mapped directly to keys on // western european keyboards are inserted in this table so that those keys // are bindable (otherwise they get bound as one of the special keys in this // table) typedef enum { // DG: please don't change any existing constants for keyboard keys below (or recreate the tables in win_input.cpp)! K_TAB = 9, K_ENTER = 13, K_ESCAPE = 27, K_SPACE = 32, K_BACKSPACE = 127, K_COMMAND = 128, K_CAPSLOCK, K_SCROLL, K_POWER, K_PAUSE, K_UPARROW = 133, K_DOWNARROW, K_LEFTARROW, K_RIGHTARROW, // The 3 windows keys K_LWIN = 137, K_RWIN, K_MENU, K_ALT = 140, K_CTRL, K_SHIFT, K_INS, K_DEL, K_PGDN, K_PGUP, K_HOME, K_END, K_F1 = 149, K_F2, K_F3, K_F4, K_F5, K_F6, K_F7, K_F8, K_F9, K_F10, K_F11, K_F12, K_INVERTED_EXCLAMATION = 161, // upside down ! K_F13, K_F14, K_F15, K_KP_HOME = 165, K_KP_UPARROW, K_KP_PGUP, K_KP_LEFTARROW, K_KP_5, K_KP_RIGHTARROW, K_KP_END, K_KP_DOWNARROW, K_KP_PGDN, K_KP_ENTER, K_KP_INS, K_KP_DEL, K_KP_SLASH, K_SUPERSCRIPT_TWO = 178, // superscript 2 K_KP_MINUS, K_ACUTE_ACCENT = 180, // accute accent K_KP_PLUS, K_KP_NUMLOCK, K_KP_STAR, K_KP_EQUALS, // DG: please don't change any existing constants above this one (or recreate the tables in win_input.cpp)! K_MASCULINE_ORDINATOR = 186, // K_MOUSE enums must be contiguous (no char codes in the middle) K_MOUSE1 = 187, K_MOUSE2, K_MOUSE3, K_MOUSE4, K_MOUSE5, K_MOUSE6, K_MOUSE7, K_MOUSE8, K_MWHEELDOWN = 195, K_MWHEELUP, //------------------------ // K_JOY codes must be contiguous, too, and K_JOY_BTN_* should be kept in sync with J_BTN_* of sys_jEvents //------------------------ K_FIRST_JOY = 197, K_JOY_BTN_SOUTH = K_FIRST_JOY, // bottom face button, like Xbox A K_JOY_BTN_EAST, // right face button, like Xbox B K_JOY_BTN_WEST, // left face button, like Xbox X K_JOY_BTN_NORTH, // top face button, like Xbox Y K_JOY_BTN_BACK, K_JOY_BTN_GUIDE, // Note: this one should probably not be used? K_JOY_BTN_START, // hardcoded to generate Esc to open/close menu K_JOY_BTN_LSTICK, // press left stick K_JOY_BTN_RSTICK, // press right stick K_JOY_BTN_LSHOULDER, K_JOY_BTN_RSHOULDER, K_JOY_DPAD_UP, K_JOY_DPAD_DOWN, K_JOY_DPAD_LEFT, K_JOY_DPAD_RIGHT, K_JOY_BTN_MISC1, // Additional button (e.g. Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button) K_JOY_BTN_RPADDLE1, // Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1) K_JOY_BTN_LPADDLE1, // Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3) K_JOY_BTN_RPADDLE2, // Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2) K_JOY_BTN_LPADDLE2, // Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4) K_JOY_STICK1_UP, K_JOY_STICK1_DOWN, K_JOY_STICK1_LEFT, K_JOY_STICK1_RIGHT, K_JOY_STICK2_UP, K_JOY_STICK2_DOWN, K_JOY_STICK2_LEFT, K_JOY_STICK2_RIGHT, K_JOY_TRIGGER1, K_JOY_TRIGGER2, K_LAST_JOY = K_JOY_TRIGGER2, K_GRAVE_A = 229, // lowercase a with grave accent FIXME: used to be 224; this probably isn't used anyway K_AUX1 = 230, K_CEDILLA_C = 231, // lowercase c with Cedilla K_GRAVE_E = 232, // lowercase e with grave accent K_AUX2, K_AUX3, K_AUX4, K_GRAVE_I = 236, // lowercase i with grave accent K_AUX5, K_AUX6, K_AUX7, K_AUX8, K_TILDE_N = 241, // lowercase n with tilde K_GRAVE_O = 242, // lowercase o with grave accent K_AUX9, K_AUX10, K_AUX11, K_AUX12, K_AUX13, K_AUX14, K_GRAVE_U = 249, // lowercase u with grave accent K_AUX15, K_AUX16, K_PRINT_SCR = 252, // SysRq / PrintScr K_RIGHT_ALT = 253, // used by some languages as "Alt-Gr" // DG: added the following two K_RIGHT_CTRL = 254, K_RIGHT_SHIFT = 255, // DG: map all relevant scancodes from SDL to K_SC_* (taken from Yamagi Quake II) // (relevant are ones that are likely to be keyboardlayout-dependent, // i.e. printable characters of sorts, *not* Ctrl, Alt, F1, Del, ...) K_FIRST_SCANCODE = 256, // !!! NOTE: if you add a scancode here, make sure to also add it to !!! // !!! scancodemappings[] in sys/events.cpp (and preserve order) !!! K_SC_A = K_FIRST_SCANCODE, K_SC_B, K_SC_C, K_SC_D, K_SC_E, K_SC_F, K_SC_G, K_SC_H, K_SC_I, K_SC_J, K_SC_K, K_SC_L, K_SC_M, K_SC_N, K_SC_O, K_SC_P, K_SC_Q, K_SC_R, K_SC_S, K_SC_T, K_SC_U, K_SC_V, K_SC_W, K_SC_X, K_SC_Y, K_SC_Z, // leaving out SDL_SCANCODE_1 ... _0, we handle them separately already // also return, escape, backspace, tab, space, already handled as keycodes K_SC_MINUS, K_SC_EQUALS, K_SC_LEFTBRACKET, K_SC_RIGHTBRACKET, K_SC_BACKSLASH, K_SC_NONUSHASH, K_SC_SEMICOLON, K_SC_APOSTROPHE, K_SC_GRAVE, K_SC_COMMA, K_SC_PERIOD, K_SC_SLASH, // leaving out lots of keys incl. from keypad, we already handle them as normal keys K_SC_NONUSBACKSLASH, K_SC_INTERNATIONAL1, /**< used on Asian keyboards, see footnotes in USB doc */ K_SC_INTERNATIONAL2, K_SC_INTERNATIONAL3, /**< Yen */ K_SC_INTERNATIONAL4, K_SC_INTERNATIONAL5, K_SC_INTERNATIONAL6, K_SC_INTERNATIONAL7, K_SC_INTERNATIONAL8, K_SC_INTERNATIONAL9, K_SC_THOUSANDSSEPARATOR, K_SC_DECIMALSEPARATOR, K_SC_CURRENCYUNIT, K_SC_CURRENCYSUBUNIT, K_LAST_SCANCODE = K_SC_CURRENCYSUBUNIT, // TODO: keep up to date! K_CONSOLE, // special keycode used for the "console key" and only to open/close the console (not bindable) // FIXME: maybe move everything joystick related here K_LAST_KEY // DG: this said "this better be < 256!"; I hope I fixed all places in code assuming this.. } keyNum_t; enum { K_NUM_SCANCODES = K_LAST_SCANCODE - K_FIRST_SCANCODE + 1 }; class idKeyInput { public: static void Init( void ); static void Shutdown( void ); static void ArgCompletion_KeyName( const idCmdArgs &args, void(*callback)( const char *s ) ); static void PreliminaryKeyEvent( int keyNum, bool down ); static bool IsDown( int keyNum ); static int GetUsercmdAction( int keyNum ); static bool GetOverstrikeMode( void ); static void SetOverstrikeMode( bool state ); static void ClearStates( void ); static int StringToKeyNum( const char *str ); static const char * KeyNumToString( int keyNum, bool localized ); static void SetBinding( int keyNum, const char *binding ); static const char * GetBinding( int keyNum ); static bool UnbindBinding( const char *bind ); static int NumBinds( const char *binding ); static bool ExecKeyBinding( int keyNum ); static const char * KeysFromBinding( const char *bind ); static const char * BindingFromKey( const char *key ); static bool KeyIsBoundTo( int keyNum, const char *binding ); static void WriteBindings( idFile *f ); static void KeyReveal( int keyNum ); }; #endif /* !__KEYINPUT_H__ */