//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: The main manager of the UI // // $Revision: $ // $NoKeywords: $ //===========================================================================// #include "inputmanager.h" #include "legion.h" #include "uimanager.h" #include "inputsystem/iinputsystem.h" #include "tier2/tier2.h" #include "tier1/convar.h" //----------------------------------------------------------------------------- // Singleton accessor //----------------------------------------------------------------------------- static CInputManager s_InputManager; extern CInputManager *g_pInputManager = &s_InputManager; //----------------------------------------------------------------------------- // Initialization //----------------------------------------------------------------------------- bool CInputManager::Init() { // FIXME: Read keybindings from a file m_KeyBindings.SetBinding( "w", "+forward" ); m_KeyBindings.SetBinding( "s", "+back" ); m_KeyBindings.SetBinding( "`", "toggleconsole" ); m_ButtonUpToEngine.ClearAll(); return true; } //----------------------------------------------------------------------------- // Add a command into the command queue //----------------------------------------------------------------------------- void CInputManager::AddCommand( const char *pCommand ) { m_CommandBuffer.AddText( pCommand ); } //----------------------------------------------------------------------------- // FIXME! This is necessary only because of an artifact of how ConCommands used to work //----------------------------------------------------------------------------- static ConCommand *FindNamedCommand( char const *name ) { // look through the command list for all matches ConCommandBase const *cmd = (ConCommandBase const *)vgui::icvar()->GetCommands(); while (cmd) { if (!Q_strcmp( name, cmd->GetName() ) ) { if ( cmd->IsCommand() ) { return ( ConCommand * )cmd; } } cmd = cmd->GetNext(); } return NULL; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CInputManager::PrintConCommandBaseDescription( const ConCommandBase *pVar ) { bool bMin, bMax; float fMin, fMax; const char *pStr; Assert( pVar ); Color clr; clr.SetColor( 255, 100, 100, 255 ); if ( !pVar->IsCommand() ) { ConVar *var = ( ConVar * )pVar; bMin = var->GetMin( fMin ); bMax = var->GetMax( fMax ); char const *value = NULL; char tempVal[ 32 ]; if ( var->IsBitSet( FCVAR_NEVER_AS_STRING ) ) { value = tempVal; if ( fabs( (float)var->GetInt() - var->GetFloat() ) < 0.000001 ) { Q_snprintf( tempVal, sizeof( tempVal ), "%d", var->GetInt() ); } else { Q_snprintf( tempVal, sizeof( tempVal ), "%f", var->GetFloat() ); } } else { value = var->GetString(); } if ( value ) { Msg( "\"%s\" = \"%s\"", var->GetName(), value ); if ( Q_stricmp( value, var->GetDefault() ) ) { Msg( " ( def. \"%s\" )", var->GetDefault() ); } } if ( bMin ) { Msg( " min. %f", fMin ); } if ( bMax ) { Msg( " max. %f", fMax ); } Msg( "\n" ); } else { ConCommand *var = ( ConCommand * )pVar; Msg( "\"%s\"\n", var->GetName() ); } // PrintConCommandBaseFlags( pVar ); pStr = pVar->GetHelpText(); if ( pStr && pStr[0] ) { Msg( " - %s\n", pStr ); } } //----------------------------------------------------------------------------- // Per-frame update //----------------------------------------------------------------------------- void CInputManager::ProcessCommands( ) { m_CommandBuffer.BeginProcessingCommands( 1 ); while ( m_CommandBuffer.DequeueNextCommand() ) { const CCommand& args = m_CommandBuffer.GetCommand(); const ConCommandBase *pCommand = FindNamedCommand( args[ 0 ] ); if ( pCommand && pCommand->IsCommand() ) { // FIXME: Um... yuck!?! ConCommand *pConCommand = const_cast( static_cast( pCommand ) ); pConCommand->Dispatch( args ); continue; } ConVar *pConVar = g_pCVar->FindVar( args[0] ); if ( !pConVar ) continue; // perform a variable print or set if ( args.ArgC() == 1 ) { PrintConCommandBaseDescription( pConVar ); continue; } // Note that we don't want the tokenized list, send down the entire string // except for surrounding quotes char remaining[1024]; const char *pArgS = args.ArgS(); int nLen = Q_strlen( pArgS ); bool bIsQuoted = pArgS[0] == '\"'; if ( !bIsQuoted ) { Q_strncpy( remaining, args.ArgS(), sizeof(remaining) ); } else { --nLen; Q_strncpy( remaining, &pArgS[1], sizeof(remaining) ); } // Now strip off any trailing spaces char *p = remaining + nLen - 1; while ( p >= remaining ) { if ( *p > ' ' ) break; *p-- = 0; } // Strip off ending quote if ( bIsQuoted && p >= remaining ) { if ( *p == '\"' ) { *p = 0; } } if ( pConVar->IsBitSet( FCVAR_NEVER_AS_STRING ) ) { pConVar->SetValue( (float)atof( remaining ) ); } else { pConVar->SetValue( remaining ); } } m_CommandBuffer.EndProcessingCommands(); } //----------------------------------------------------------------------------- // Per-frame update //----------------------------------------------------------------------------- void CInputManager::Update( ) { char cmd[1024]; g_pInputSystem->PollInputState(); int nEventCount = g_pInputSystem->GetEventCount(); const InputEvent_t* pEvents = g_pInputSystem->GetEventData( ); for ( int i = 0; i < nEventCount; ++i ) { if ( pEvents[i].m_nType == IE_Quit ) { IGameManager::Stop(); break; } bool bBypassVGui = false; switch( pEvents[i].m_nType ) { case IE_AppActivated: if ( pEvents[i].m_nData == 0 ) { m_ButtonUpToEngine.ClearAll(); } break; case IE_ButtonReleased: { // This logic is necessary to deal with switching back + forth // between vgui + the engine. If we downclick in the engine, // the engine must get the upclick. ButtonCode_t code = (ButtonCode_t)pEvents[i].m_nData; if ( m_ButtonUpToEngine[ code ] ) { m_ButtonUpToEngine.Clear( code ); bBypassVGui = true; } } break; default: break; } if ( !bBypassVGui ) { if ( g_pUIManager->ProcessInputEvent( pEvents[i] ) ) continue; } // FIXME: Add game keybinding system here bool bButtonDown = ( pEvents[i].m_nType == IE_ButtonPressed ); bool bButtonUp = ( pEvents[i].m_nType == IE_ButtonReleased ); if ( bButtonDown || bButtonUp ) { ButtonCode_t code = (ButtonCode_t)pEvents[i].m_nData; if ( bButtonDown ) { m_ButtonUpToEngine.Set( code ); } const char *pBinding = m_KeyBindings.GetBindingForButton( code ); if ( !pBinding ) continue; if ( pBinding[0] != '+' ) { if ( bButtonDown ) { m_CommandBuffer.AddText( pBinding ); } continue; } Q_snprintf( cmd, sizeof(cmd), "%c%s %i\n", bButtonUp ? '-' : '+', &pBinding[1], code ); m_CommandBuffer.AddText( cmd ); continue; } } ProcessCommands(); }