void
Key_Event (int key, char ascii, qboolean down)
{
-#if 1
+#if 0
#define USERPLAYING() ( !key_consoleactive && key_dest == key_game && (cls.state == ca_connected && cls.signon == SIGNONS) )
const char *bind;
}
}
}
+#elif 1
+#define USERPLAYING() ( !key_consoleactive && key_dest == key_game && (cls.state == ca_connected && cls.signon == SIGNONS) )
+ const char *bind;
+
+ // set key state
+ keydown[key] = down;
+
+ // get key binding
+ bind = keybindings[key_bmap][key];
+ if (!bind)
+ bind = keybindings[key_bmap2][key];
+
+ if (!down)
+ {
+ // clear repeat count now that the key is released
+ key_repeats[key] = 0;
+ // key up events only generate commands if the game key binding is a button
+ // command (leading + sign). These will occur even in console mode, to
+ // keep the character from continuing an action started before a console
+ // switch. Button commands include the kenum as a parameter, so multiple
+ // downs can be matched with ups
+ if (bind && bind[0] == '+')
+ Cbuf_AddText(va("-%s %i\n", bind + 1, key));
+ return;
+ }
+
+ // from here on we know this is a down event
+
+ // increment key repeat count each time a down is received so that things
+ // which want to ignore key repeat can ignore it
+ key_repeats[key]++;
+
+ // key_consoleactive is a flag not a key_dest because the console is a
+ // high priority overlay ontop of the normal screen (designed as a safety
+ // feature so that developers and users can rescue themselves from a bad
+ // situation).
+ //
+ // this also means that toggling the console on/off does not lose the old
+ // key_dest state
+
+ // specially handle escape (togglemenu) and shift-escape (toggleconsole)
+ // engine bindings, these are not handled as normal binds so that the user
+ // can recover from a completely empty bindmap
+ if (key == K_ESCAPE)
+ {
+ // ignore key repeats on escape
+ if (key_repeats[key] > 1)
+ return;
+ // escape does these things:
+ // key_consolactive - close console
+ // key_message - abort messagemode
+ // key_menu - go to parent menu (or key_game)
+ // key_game - open menu
+ // in all modes shift-escape toggles console
+ if (key_consoleactive || keydown[K_SHIFT])
+ {
+ Con_ToggleConsole_f ();
+ return;
+ }
+ switch (key_dest)
+ {
+ case key_message:
+ Key_Message (key, ascii);
+ break;
+ case key_menu:
+ MR_Keydown (key, ascii);
+ break;
+ case key_game:
+ MR_ToggleMenu_f ();
+ break;
+ default:
+ if(UI_Callback_IsSlotUsed(key_dest - 3))
+ UI_Callback_KeyDown (key, ascii);
+ else
+ Sys_Error ("Bad key_dest");
+ }
+ return;
+ }
+
+ // send function keydowns to interpreter no matter what mode is
+ if (key >= K_F1 && key <= K_F12)
+ {
+ // ignore key repeats on F1-F12 binds
+ if (key_repeats[key] > 1)
+ return;
+ if (bind)
+ {
+ // button commands add keynum as a parm
+ if (bind[0] == '+')
+ Cbuf_AddText (va("%s %i\n", bind, key));
+ else
+ {
+ Cbuf_AddText (bind);
+ Cbuf_AddText ("\n");
+ }
+ }
+ return;
+ }
+
+#if 1
+ // ignore binds (other than the above escape/F1-F12 keys) while in console
+ if (key_consoleactive)
+#else
+ // respond to toggleconsole binds while in console unless the pressed key
+ // happens to be the color prefix character (such as on German keyboards)
+ if (key_consoleactive && (strncmp(bind, "toggleconsole", strlen("toggleconsole")) || ascii == STRING_COLOR_TAG))
+#endif
+ {
+ Key_Console (key, ascii);
+ return;
+ }
+
+ // anything else is a key press into the game, chat line, or menu
+ switch (key_dest)
+ {
+ case key_message:
+ Key_Message (key, ascii);
+ break;
+ case key_menu:
+ MR_Keydown (key, ascii);
+ break;
+ case key_game:
+ // ignore key repeats on binds
+ if (bind && key_repeats[key] == 1)
+ {
+ // button commands add keynum as a parm
+ if (bind[0] == '+')
+ Cbuf_AddText (va("%s %i\n", bind, key));
+ else
+ {
+ Cbuf_AddText (bind);
+ Cbuf_AddText ("\n");
+ }
+ }
+ break;
+ default:
+ if(UI_Callback_IsSlotUsed(key_dest - 3))
+ UI_Callback_KeyDown (key, ascii);
+ else
+ Sys_Error ("Bad key_dest");
+ }
#else
const char *kb;
char cmd[1024];