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78ab625edd
If in_ignoreConsoleKey is set, the console can only be opened with Shift+Esc, not `/^/whatever, so you can easily type whatever character is on your "console key" into the game, or even bind that key. Otherwise, with SDL2, that key (KEY_SCANCODE_GRAVE) always generates the newly added K_CONSOLE. in_kbd has a new (SDL2-only) "auto" mode which tries to detect the keyboard layout based on SDL_GetKeyFromScancode( SDL_SCANCODE_GRAVE ). Wherever Sys_GetConsoleKey() is called, I now take the current state of Shift into account, so we don't discard more chars than necessary, esp. when they keyboard-layout (in_kbd) is *not* correctly set. (TBH the only reason besides SDL1.2 to keep in_kbd around is to ignore the char generated by the "console key" in the console..)
305 lines
7.2 KiB
C++
305 lines
7.2 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __KEYINPUT_H__
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#define __KEYINPUT_H__
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#include "idlib/CmdArgs.h"
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class idFile;
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/*
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===============================================================================
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Key Input
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===============================================================================
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*/
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// these are the key numbers that are used by the key system
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// normal keys should be passed as lowercased ascii
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// Some high ascii (> 127) characters that are mapped directly to keys on
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// western european keyboards are inserted in this table so that those keys
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// are bindable (otherwise they get bound as one of the special keys in this
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// table)
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typedef enum {
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// DG: please don't change any existing constants for keyboard keys below (or recreate the tables in win_input.cpp)!
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K_TAB = 9,
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K_ENTER = 13,
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K_ESCAPE = 27,
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K_SPACE = 32,
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K_BACKSPACE = 127,
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K_COMMAND = 128,
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K_CAPSLOCK,
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K_SCROLL,
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K_POWER,
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K_PAUSE,
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K_UPARROW = 133,
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K_DOWNARROW,
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K_LEFTARROW,
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K_RIGHTARROW,
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// The 3 windows keys
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K_LWIN = 137,
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K_RWIN,
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K_MENU,
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K_ALT = 140,
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K_CTRL,
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K_SHIFT,
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K_INS,
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K_DEL,
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K_PGDN,
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K_PGUP,
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K_HOME,
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K_END,
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K_F1 = 149,
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K_F2,
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K_F3,
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K_F4,
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K_F5,
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K_F6,
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K_F7,
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K_F8,
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K_F9,
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K_F10,
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K_F11,
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K_F12,
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K_INVERTED_EXCLAMATION = 161, // upside down !
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K_F13,
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K_F14,
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K_F15,
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K_KP_HOME = 165,
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K_KP_UPARROW,
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K_KP_PGUP,
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K_KP_LEFTARROW,
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K_KP_5,
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K_KP_RIGHTARROW,
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K_KP_END,
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K_KP_DOWNARROW,
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K_KP_PGDN,
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K_KP_ENTER,
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K_KP_INS,
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K_KP_DEL,
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K_KP_SLASH,
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K_SUPERSCRIPT_TWO = 178, // superscript 2
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K_KP_MINUS,
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K_ACUTE_ACCENT = 180, // accute accent
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K_KP_PLUS,
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K_KP_NUMLOCK,
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K_KP_STAR,
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K_KP_EQUALS,
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// DG: please don't change any existing constants above this one (or recreate the tables in win_input.cpp)!
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K_MASCULINE_ORDINATOR = 186,
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// K_MOUSE enums must be contiguous (no char codes in the middle)
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K_MOUSE1 = 187,
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K_MOUSE2,
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K_MOUSE3,
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K_MOUSE4,
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K_MOUSE5,
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K_MOUSE6,
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K_MOUSE7,
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K_MOUSE8,
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K_MWHEELDOWN = 195,
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K_MWHEELUP,
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K_JOY1 = 197,
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K_JOY2,
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K_JOY3,
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K_JOY4,
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K_JOY5,
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K_JOY6,
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K_JOY7,
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K_JOY8,
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K_JOY9,
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K_JOY10,
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K_JOY11,
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K_JOY12,
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K_JOY13,
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K_JOY14,
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K_JOY15,
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K_JOY16,
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K_JOY17,
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K_JOY18,
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K_JOY19,
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K_JOY20,
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K_JOY21,
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K_JOY22,
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K_JOY23,
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K_JOY24,
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K_JOY25,
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K_JOY26,
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K_JOY27,
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K_GRAVE_A = 224, // lowercase a with grave accent
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K_JOY28,
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K_JOY29,
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K_JOY30,
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K_JOY31,
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K_JOY32,
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K_AUX1 = 230,
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K_CEDILLA_C = 231, // lowercase c with Cedilla
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K_GRAVE_E = 232, // lowercase e with grave accent
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K_AUX2,
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K_AUX3,
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K_AUX4,
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K_GRAVE_I = 236, // lowercase i with grave accent
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K_AUX5,
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K_AUX6,
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K_AUX7,
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K_AUX8,
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K_TILDE_N = 241, // lowercase n with tilde
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K_GRAVE_O = 242, // lowercase o with grave accent
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K_AUX9,
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K_AUX10,
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K_AUX11,
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K_AUX12,
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K_AUX13,
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K_AUX14,
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K_GRAVE_U = 249, // lowercase u with grave accent
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K_AUX15,
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K_AUX16,
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K_PRINT_SCR = 252, // SysRq / PrintScr
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K_RIGHT_ALT = 253, // used by some languages as "Alt-Gr"
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// DG: added the following two
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K_RIGHT_CTRL = 254,
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K_RIGHT_SHIFT = 255,
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// DG: map all relevant scancodes from SDL to K_SC_* (taken from Yamagi Quake II)
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// (relevant are ones that are likely to be keyboardlayout-dependent,
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// i.e. printable characters of sorts, *not* Ctrl, Alt, F1, Del, ...)
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K_FIRST_SCANCODE = 256,
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// !!! NOTE: if you add a scancode here, make sure to also add it to !!!
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// !!! scancodemappings[] in sys/events.cpp (and preserve order) !!!
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K_SC_A = K_FIRST_SCANCODE,
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K_SC_B,
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K_SC_C,
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K_SC_D,
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K_SC_E,
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K_SC_F,
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K_SC_G,
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K_SC_H,
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K_SC_I,
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K_SC_J,
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K_SC_K,
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K_SC_L,
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K_SC_M,
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K_SC_N,
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K_SC_O,
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K_SC_P,
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K_SC_Q,
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K_SC_R,
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K_SC_S,
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K_SC_T,
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K_SC_U,
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K_SC_V,
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K_SC_W,
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K_SC_X,
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K_SC_Y,
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K_SC_Z,
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// leaving out SDL_SCANCODE_1 ... _0, we handle them separately already
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// also return, escape, backspace, tab, space, already handled as keycodes
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K_SC_MINUS,
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K_SC_EQUALS,
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K_SC_LEFTBRACKET,
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K_SC_RIGHTBRACKET,
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K_SC_BACKSLASH,
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K_SC_NONUSHASH,
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K_SC_SEMICOLON,
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K_SC_APOSTROPHE,
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K_SC_GRAVE,
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K_SC_COMMA,
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K_SC_PERIOD,
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K_SC_SLASH,
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// leaving out lots of keys incl. from keypad, we already handle them as normal keys
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K_SC_NONUSBACKSLASH,
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K_SC_INTERNATIONAL1, /**< used on Asian keyboards, see footnotes in USB doc */
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K_SC_INTERNATIONAL2,
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K_SC_INTERNATIONAL3, /**< Yen */
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K_SC_INTERNATIONAL4,
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K_SC_INTERNATIONAL5,
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K_SC_INTERNATIONAL6,
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K_SC_INTERNATIONAL7,
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K_SC_INTERNATIONAL8,
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K_SC_INTERNATIONAL9,
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K_SC_THOUSANDSSEPARATOR,
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K_SC_DECIMALSEPARATOR,
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K_SC_CURRENCYUNIT,
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K_SC_CURRENCYSUBUNIT,
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K_LAST_SCANCODE = K_SC_CURRENCYSUBUNIT, // TODO: keep up to date!
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K_CONSOLE, // special keycode used for the "console key" and only to open/close the console (not bindable)
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// FIXME: maybe move everything joystick related here
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K_LAST_KEY // DG: this said "this better be < 256!"; I hope I fixed all places in code assuming this..
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} keyNum_t;
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enum { K_NUM_SCANCODES = K_LAST_SCANCODE - K_FIRST_SCANCODE + 1 };
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class idKeyInput {
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public:
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static void Init( void );
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static void Shutdown( void );
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static void ArgCompletion_KeyName( const idCmdArgs &args, void(*callback)( const char *s ) );
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static void PreliminaryKeyEvent( int keyNum, bool down );
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static bool IsDown( int keyNum );
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static int GetUsercmdAction( int keyNum );
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static bool GetOverstrikeMode( void );
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static void SetOverstrikeMode( bool state );
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static void ClearStates( void );
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static int StringToKeyNum( const char *str );
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static const char * KeyNumToString( int keyNum, bool localized );
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static void SetBinding( int keyNum, const char *binding );
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static const char * GetBinding( int keyNum );
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static bool UnbindBinding( const char *bind );
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static int NumBinds( const char *binding );
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static bool ExecKeyBinding( int keyNum );
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static const char * KeysFromBinding( const char *bind );
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static const char * BindingFromKey( const char *key );
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static bool KeyIsBoundTo( int keyNum, const char *binding );
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static void WriteBindings( idFile *f );
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};
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#endif /* !__KEYINPUT_H__ */
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