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https://git.code.sf.net/p/quake/quakeforge
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77 lines
2.9 KiB
Text
77 lines
2.9 KiB
Text
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To: Colin Thompson
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Subject: Re: toggle console problem
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From: Bill Currie
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Date: Sat, 19 Jan 2002 01:15:16 -0700
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On Fri, Jan 18, 2002 at 07:33:38AM -0000, Colin Thompson wrote:
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> Hi all,
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>
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> I noticed a problem with binding a key to toggle the console. the
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> 'traditional' key is usually tilde but it only brings the console down -
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> after that the keypress is is captured by the console code and won't send it
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> back up again....
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This is actually by design.
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> I'm not sure if this is classed as a bug or not, but I noticed that Taniwha
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> is working with the console code so I thought this list would be more
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> appropriate...
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Yeah, I've been busy of late (finally got back into the swing of things:).
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> Should the console only be capturing certain keys? or everything?
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Well, the console /is/ capturing the keys. They're just not bound to any
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action. qf 0.5 has a rather powerful key binding system (thanks to Mercury)
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that can drasticly simplify config scripts. Rather than the one key binding
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table you're used to, qf has eighteen: one for the console (IMT_CONSOLE) and
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17 for in-game (IMT_0 to IMT_16). There is also IMT_DEFAULT, but that just
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maps to IMT_0. The way to bind keys in this system is (eg): in_bind
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imt_console k_backquote toggleconsole (there, even answered your main
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question:). IMT -> input mapping table. Here's another, longer example:
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-----8<-----
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exec configs/common/alias/zoom.cfg
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bind mwheeldown z_out
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bind mwheelup z_in
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init__zoom.cfg
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in_bind imt_1 m_wheel_down "impulse 12"
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in_bind imt_1 m_wheel_up "impulse 10"
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in_bind imt_0 k_capslock +goto_imt_1
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// unbound keys in imt_[1-16] fall through to imt_0
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alias +goto_imt_1 "imt imt_1"
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alias -goto_imt_1 "imt imt_0"
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-----8<-----
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Now, bind acts as a compatability layer taking the old bind syntax (and key
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names), converting them to the new using the imt specified in the in_bind_imt
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cvar (which defaults to imt_default (which points to imt_0: the main game
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imt)). The imt command selects the current imt that the input engine is to
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check for a binding.
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What this setup does is give me variable zoom using my mouse wheel by default.
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When I hold down the capslock key, the wheel cycles though my weapons.
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As stated in the comment in the config, if the input engine doesn't find a
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binding for a key in tables 1-16, it will look in table 0. If it still doesn't
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find a binding, it drops the key.
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imt_console is /totally/ independent of imt 0-16. /any/ time you leave the
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game, imt_console is made the `default' and imt_0 to imt_16 are ignored. In
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game, imt_0 is default with imt_1 to imt_16 being available.
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Ways to leave the game: bring down the console (or have it forced down via
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disconnect); go to the menu (they're not functional yet, but I'm making
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progress); messagemode1 and messagemode2.
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HTH
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Bill
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PS: incase nobodie's noticed: chat now has input history. just use the up/down
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arrow keys.
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--
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Leave others their otherness. -- Aratak
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