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* Revert 'Handle dead keys more gracefully by taking a "best guess" rather than
ignoring completely' from r1459; it can't ever work acceptably, especially on azerty/qwertz layouts * Make the ordering of the output from in_keyboardDebug more sensible * Add cl_consoleKeys cvar, a space delimited list of key names or characters that toggle the console
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6 changed files with 122 additions and 56 deletions
45
README
45
README
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@ -101,6 +101,10 @@ New cvars
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cl_autoRecordDemo - record a new demo on each map change
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cl_aviFrameRate - the framerate to use when capturing video
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cl_aviMotionJpeg - use the mjpeg codec when capturing video
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cl_guidServerUniq - makes cl_guid unique for each server
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cl_cURLLib - filename of cURL library to load
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cl_consoleKeys - space delimited list of key names or
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characters that toggle the console
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s_useOpenAL - use the OpenAL sound backend if available
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s_alPrecache - cache OpenAL sounds before use
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@ -138,8 +142,6 @@ New cvars
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in_joystickNo - select which joystick to use
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in_keyboardDebug - print keyboard debug info
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r_ext_texture_filter_anisotropic - anisotropic texture filtering
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cl_guidServerUniq - makes cl_guid unique for each server
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cl_cURLLib - filename of cURL library to load
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sv_dlURL - the base of the HTTP or FTP site that
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holds custom pk3 files for your server
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@ -379,20 +381,39 @@ SDL Keyboard Differences
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* "Caps Lock" and "Num Lock" can not be used as normal binds since they
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do not send a KEYUP event until the key is pressed again.
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* SDL > 1.2.9 does not support disabling "Dead Key" recognition.
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In order to send "Dead Key" characters (e.g. ~, ', `, and ^), you
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must key a Space (or sometimes the same character again) after the
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character to send it on many international keyboard layouts.
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* SDL > 1.2.9 does not support disabling dead key recognition. In order to
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send dead key characters (e.g. ~, ', `, and ^), you must key a Space (or
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sometimes the same character again) after the character to send it on
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many international keyboard layouts.
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* The SDL client supports many more keys than the original Quake3 client.
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For example the keys: "Windows", "SysReq", "ScrollLock", and "Break".
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For non-US keyboards, all of the so called "World" keys are now
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supported as well as F13, F14, F15, and the country-specific
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mode/meta keys.
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For non-US keyboards, all of the so called "World" keys are now supported
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as well as F13, F14, F15, and the country-specific mode/meta keys.
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SDL's "Dead Key" behaviour makes the hard-coded toggleConsole binds ~ and `
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annoying to use on many non-US keyboards. In response, an additional
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toggleConsole bind has been added on the key combination Shift-Esc.
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On many international layouts the default console toggle keys are also dead
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keys, meaning that dropping the console potentially results in
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unintentionally initiating the keying of a dead key. Futhermore SDL 1.2's
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dead key support is broken by design and Q3 doesn't support non-ASCII text
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entry, so the chances are you won't get the correct character anyway.
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If you use such a keyboard layout, you can set the cvar cl_consoleKeys. This
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is a space delimited list of key names that will toggle the console. The key
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names are the usual Q3 names e.g. "BACKSPACE", "PAUSE", "WINDOWS" etc. It's
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also possible to use ASCII characters, either by hexadecimal number e.g.
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"0x7e" (equivalent to ~) or directly by character. Some example values for
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cl_consoleKeys:
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"0x7e 0x60" Toggle on ~ or ` (the default)
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"WINDOWS" Toggle on the Windows key
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"c" Toggle on the c character
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"C" Toggle on the C character (Shift-c)
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"PAUSE F1 PGUP" Toggle on the Pause, F1 or Page Up keys
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Note that when you elect a set of console keys or characters, they cannot
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then be used for binding, nor will they generate characters when entering
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text. Also, in addition to the nominated console keys, Shift-ESC is hard
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coded to always toggle the console.
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Mouse Input On Windows
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ioq3 uses SDL to abstract away as much as possible from platform specific
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@ -1172,7 +1172,7 @@ void CL_KeyEvent (int key, qboolean down, unsigned time) {
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}
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// console key is hardcoded, so the user can never unbind it
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if (key == '`' || key == '~' ||
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if (key == K_CONSOLE ||
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( key == K_ESCAPE && keys[K_SHIFT].down ) ) {
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if (!down) {
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return;
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@ -1315,11 +1315,6 @@ Normal keyboard characters, already shifted / capslocked / etc
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===================
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*/
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void CL_CharEvent( int key ) {
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// the console key should never be used as a char
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if ( key == '`' || key == '~' ) {
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return;
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}
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// delete is not a printable character and is
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// otherwise handled by Field_KeyDownEvent
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if ( key == 127 ) {
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@ -96,6 +96,8 @@ cvar_t *cl_lanForcePackets;
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cvar_t *cl_guidServerUniq;
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cvar_t *cl_consoleKeys;
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clientActive_t cl;
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clientConnection_t clc;
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clientStatic_t cls;
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@ -3065,6 +3067,9 @@ void CL_Init( void ) {
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cl_guidServerUniq = Cvar_Get ("cl_guidServerUniq", "1", CVAR_ARCHIVE);
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// 0x7e = ~ and 0x60 = `
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cl_consoleKeys = Cvar_Get( "cl_consoleKeys", "0x7e 0x60", CVAR_ARCHIVE);
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// userinfo
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Cvar_Get ("name", "UnnamedPlayer", CVAR_USERINFO | CVAR_ARCHIVE );
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Cvar_Get ("rate", "3000", CVAR_USERINFO | CVAR_ARCHIVE );
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@ -401,6 +401,8 @@ extern cvar_t *cl_inGameVideo;
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extern cvar_t *cl_lanForcePackets;
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extern cvar_t *cl_autoRecordDemo;
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extern cvar_t *cl_consoleKeys;
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#ifdef USE_MUMBLE
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extern cvar_t *cl_useMumble;
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extern cvar_t *cl_mumbleScale;
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@ -489,6 +491,7 @@ void IN_CenterView (void);
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void CL_VerifyCode( void );
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float CL_KeyState (kbutton_t *key);
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int Key_StringToKeynum( char *str );
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char *Key_KeynumToString (int keynum);
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//
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@ -260,6 +260,9 @@ typedef enum {
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K_EURO,
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K_UNDO,
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// Pseudo-key that brings the console down
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K_CONSOLE,
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MAX_KEYS
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} keyNum_t;
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@ -77,7 +77,7 @@ static cvar_t *in_joystickNo = NULL;
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IN_PrintKey
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===============
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*/
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static void IN_PrintKey( const SDL_keysym *keysym, int key, qboolean down )
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static void IN_PrintKey( const SDL_keysym *keysym, keyNum_t key, qboolean down )
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{
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if( down )
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Com_Printf( "+ " );
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if( keysym->mod & KMOD_MODE ) Com_Printf( " KMOD_MODE" );
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if( keysym->mod & KMOD_RESERVED ) Com_Printf( " KMOD_RESERVED" );
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Com_Printf( " Q:%d(%s)", key, Key_KeynumToString( key ) );
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if( keysym->unicode )
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{
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Com_Printf( " %d", keysym->unicode );
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Com_Printf( " U:%d", keysym->unicode );
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if( keysym->unicode > ' ' && keysym->unicode < '~' )
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Com_Printf( "(%c)", (char)keysym->unicode );
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}
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Com_Printf( " %d(%s)\n", key, Key_KeynumToString( key ) );
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Com_Printf( "\n" );
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}
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#define MAX_CONSOLE_KEYS 16
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/*
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===============
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IN_IsConsoleKey
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===============
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*/
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static qboolean IN_IsConsoleKey( keyNum_t key, const char *buf )
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{
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static int consoleKeys[ MAX_CONSOLE_KEYS ];
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static int numConsoleKeys = 0;
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int i;
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// Only parse the variable when it changes
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if( cl_consoleKeys->modified )
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{
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char *text_p, *token;
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cl_consoleKeys->modified = qfalse;
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text_p = cl_consoleKeys->string;
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numConsoleKeys = 0;
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while( numConsoleKeys < MAX_CONSOLE_KEYS )
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{
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token = COM_Parse( &text_p );
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if( !token[ 0 ] )
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break;
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consoleKeys[ numConsoleKeys++ ] =
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Key_StringToKeynum( token );
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}
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}
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// If key is ASCII, use the character instead
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if( key >= K_SPACE && key < K_BACKSPACE )
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key = 0;
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for( i = 0; i < numConsoleKeys; i++ )
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{
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if( !consoleKeys[ i ] )
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continue;
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if( consoleKeys[ i ] == key || consoleKeys[ i ] == *buf )
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return qtrue;
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}
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return qfalse;
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}
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/*
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===============
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*/
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static const char *IN_TranslateSDLToQ3Key( SDL_keysym *keysym,
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int *key, qboolean down )
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keyNum_t *key, qboolean down )
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{
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static char buf[ 2 ] = { '\0', '\0' };
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}
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else
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{
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switch (keysym->sym)
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switch( keysym->sym )
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{
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case SDLK_PAGEUP: *key = K_PGUP; break;
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case SDLK_KP9: *key = K_KP_PGUP; break;
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}
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}
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if( down )
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if( down && keysym->unicode && !( keysym->unicode & 0xFF80 ) )
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{
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if( keysym->unicode && !( keysym->unicode & 0xFF80 ) )
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char ch = (char)keysym->unicode & 0x7F;
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switch( ch )
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{
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char ch = (char)keysym->unicode & 0x7F;
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case 127: // ASCII delete
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if( *key != K_DEL )
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{
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// ctrl-h
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*buf = CTRL('h');
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break;
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}
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// fallthrough
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switch( ch )
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{
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// So the key marked ~ always drops the console
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case '~': *key = '~'; break;
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case 127: // ASCII delete
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if( *key != K_DEL )
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{
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// ctrl-h
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*buf = CTRL('h');
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break;
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}
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// fallthrough
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default: *buf = ch; break;
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}
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}
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else
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{
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// Unicode character which isn't ASCII, possibly the character
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// following a dead key. Fallback on what SDL calls the key
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const char *keyString = SDL_GetKeyName( keysym->sym );
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if( strlen( keyString ) == 1 )
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*buf = *keyString;
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default: *buf = ch; break;
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}
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}
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// Never allow a '~' SE_CHAR event to be generated
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if( *key == '~' )
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*buf = '\0';
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if( in_keyboardDebug->integer )
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IN_PrintKey( keysym, *key, down );
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if( IN_IsConsoleKey( *key, buf ) )
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{
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// Console keys can't be bound or generate characters
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*key = K_CONSOLE;
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*buf = '\0';
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}
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return buf;
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}
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{
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SDL_Event e;
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const char *p = NULL;
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int key = 0;
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keyNum_t key = 0;
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if( !SDL_WasInit( SDL_INIT_VIDEO ) )
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return;
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