mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-17 02:11:35 +00:00
83 lines
3 KiB
Text
83 lines
3 KiB
Text
//unfortunately, have to wrap the docs in a C comment for doxygen
|
|
/**
|
|
\page key_binding New Bind System
|
|
|
|
\verbatim
|
|
To: Colin Thompson
|
|
Subject: Re: toggle console problem
|
|
From: Bill Currie
|
|
Date: Sat, 19 Jan 2002 01:15:16 -0700
|
|
|
|
On Fri, Jan 18, 2002 at 07:33:38AM -0000, Colin Thompson wrote:
|
|
> Hi all,
|
|
>
|
|
> I noticed a problem with binding a key to toggle the console. the
|
|
> 'traditional' key is usually tilde but it only brings the console down -
|
|
> after that the keypress is is captured by the console code and won't send it
|
|
> back up again....
|
|
|
|
This is actually by design.
|
|
|
|
> I'm not sure if this is classed as a bug or not, but I noticed that Taniwha
|
|
> is working with the console code so I thought this list would be more
|
|
> appropriate...
|
|
|
|
Yeah, I've been busy of late (finally got back into the swing of things:).
|
|
|
|
> Should the console be capturing only certain keys? or everything?
|
|
|
|
Well, the console /is/ capturing the keys. They're just not bound to any
|
|
action. qf 0.5 has a rather powerful key binding system (thanks to Mercury)
|
|
that can drasticly simplify config scripts. Rather than the one key binding
|
|
table you're used to, qf has eighteen: one for the console (IMT_CONSOLE) and
|
|
17 for in-game (IMT_0 to IMT_16). There is also IMT_DEFAULT, but that just
|
|
maps to IMT_0. The way to bind keys in this system is (eg): in_bind
|
|
imt_console k_backquote toggleconsole (there, even answered your main
|
|
question:). IMT -> input mapping table. Here's another, longer example:
|
|
|
|
-----8<-----
|
|
|
|
exec configs/common/alias/zoom.cfg
|
|
bind mwheeldown z_out
|
|
bind mwheelup z_in
|
|
init__zoom.cfg
|
|
|
|
in_bind imt_1 m_wheel_down "impulse 12"
|
|
in_bind imt_1 m_wheel_up "impulse 10"
|
|
in_bind imt_0 k_capslock +goto_imt_1
|
|
// unbound keys in imt_[1-16] fall through to imt_0
|
|
alias +goto_imt_1 "imt imt_1"
|
|
alias -goto_imt_1 "imt imt_0"
|
|
|
|
-----8<-----
|
|
|
|
Now, bind acts as a compatability layer taking the old bind syntax (and key
|
|
names), converting them to the new using the imt specified in the in_bind_imt
|
|
cvar (which defaults to imt_default (which points to imt_0: the main game
|
|
imt)). The imt command selects the current imt that the input engine is to
|
|
check for a binding.
|
|
|
|
What this setup does is give me variable zoom using my mouse wheel by default.
|
|
When I hold down the capslock key, the wheel cycles though my weapons.
|
|
|
|
As stated in the comment in the config, if the input engine doesn't find a
|
|
binding for a key in tables 1-16, it will look in table 0. If it still doesn't
|
|
find a binding, it drops the key.
|
|
|
|
imt_console is /totally/ independent of imt 0-16. /any/ time you leave the
|
|
game, imt_console is made the `default' and imt_0 to imt_16 are ignored. In
|
|
game, imt_0 is default with imt_1 to imt_16 being available.
|
|
|
|
Ways to leave the game: bring down the console (or have it forced down via
|
|
disconnect); go to the menu (they're not functional yet, but I'm making
|
|
progress); messagemode1 and messagemode2.
|
|
|
|
HTH
|
|
Bill
|
|
|
|
PS: incase nobodie's noticed: chat now has input history. just use the up/down
|
|
arrow keys.
|
|
--
|
|
Leave others their otherness. -- Aratak
|
|
\endverbatim
|
|
*/
|