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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// plInputInterface.cpp - A single layer on the input interface stack //
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// //
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//// History /////////////////////////////////////////////////////////////////
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// //
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// 2.20.02 mcn - Created. //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#include "HeadSpin.h"
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#include "plInputInterface.h"
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#include "plInputInterfaceMgr.h"
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#include "pnInputCore/plKeyMap.h"
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#include "plMessage/plInputEventMsg.h"
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#include "hsResMgr.h"
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#include "plgDispatch.h"
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//// Constructor/Destructor //////////////////////////////////////////////////
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plInputInterface::plInputInterface()
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{
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fEnabled = false;
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fControlMap = TRACKED_NEW plKeyMap;
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}
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plInputInterface::~plInputInterface()
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{
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delete fControlMap;
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}
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void plInputInterface::ClearKeyMap()
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{
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if( fControlMap != nil )
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fControlMap->ClearAll();
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}
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//// Read/Write //////////////////////////////////////////////////////////////
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void plInputInterface::Read( hsStream* s, hsResMgr* mgr )
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{
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}
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void plInputInterface::Write( hsStream* s, hsResMgr* mgr )
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{
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}
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//// Helper Functions ////////////////////////////////////////////////////////
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hsBool plInputInterface::IOwnsControlCode( ControlEventCode code )
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{
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if( fControlMap->FindBinding( code ) != nil )
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return true;
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return false;
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}
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//// IVerifyShiftKey /////////////////////////////////////////////////////////
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// special logic so the shift key can make everyone totally happy...
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hsBool plInputInterface::IVerifyShiftKey( plKeyDef key, int index )
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{
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// if we are mapped to the actual shift key, return true
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if (key == KEY_SHIFT)
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return true;
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// if anything else is mapped to this key + shift, return false
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/* for (int i=0; i < fControlMap->GetNumBindings(); i++)
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{
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if (index == i)
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continue;
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if (fKeyMap->fMap[i]->fKeyDef == key && fKeyMap->fMap[i]->fKeyFlags & plKeyInfo::kKeyShift )
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return false;
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}
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*/ return true;
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}
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void plInputInterface::IDeactivateBinding(const plKeyBinding *binding)
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{
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if( !(binding->GetCodeFlags() & kControlFlagNoDeactivate) && !(binding->GetCodeFlags() & kControlFlagToggle) )
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{
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plCtrlCmd *pCmd = TRACKED_NEW plCtrlCmd( this );
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pCmd->fControlCode = binding->GetCode();
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pCmd->fControlActivated = false;
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pCmd->SetCmdString( binding->GetExtendedString() );
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pCmd->fNetPropagateToPlayers = ( binding->GetCodeFlags() & kControlFlagNetPropagate ) ? true : false;
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fMessageQueue->Append( pCmd );
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}
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IClearKeyControlFlag(binding->GetCode());
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}
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//// ProcessKeyBindings //////////////////////////////////////////////////////
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// Processes the given key event as a key binding, if one exists. If not,
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// returns false.
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hsBool plInputInterface::ProcessKeyBindings( plInputEventMsg *msg )
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{
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int i;
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hsBool activate;
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plKeyEventMsg *keyMsg = plKeyEventMsg::ConvertNoRef( msg );
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if( keyMsg == nil )
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return false;
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/// We might have controls that are currently enabled that are triggered in part by
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/// modifiers (ctrl or shift)...if that is true, then we want to disable them if either
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/// of those modifiers are up, no matter what key this message is for
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hsTArray<int16_t> enabledCtrls;
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fKeyControlFlags.Enumerate( enabledCtrls );
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for( i = 0; i < enabledCtrls.GetCount(); i++ )
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{
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const plKeyBinding *binding = fControlMap->FindBinding( (ControlEventCode)enabledCtrls[ i ] );
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if( binding == nil )
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; // Somehow we lost the binding??
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else
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{
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bool wantShift, wantCtrl;
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if( fKeyControlsFrom2ndKeyFlags.IsBitSet( enabledCtrls[ i ] ) )
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{
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wantShift = ( binding->GetKey2().fFlags & plKeyCombo::kShift ) || ( binding->GetKey2().fKey == KEY_SHIFT );
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wantCtrl = ( binding->GetKey2().fFlags & plKeyCombo::kCtrl ) || ( binding->GetKey2().fKey == KEY_CTRL );
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}
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else
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{
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wantShift = ( binding->GetKey1().fFlags & plKeyCombo::kShift ) || ( binding->GetKey1().fKey == KEY_SHIFT );
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wantCtrl = ( binding->GetKey1().fFlags & plKeyCombo::kCtrl ) || ( binding->GetKey1().fKey == KEY_CTRL );
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}
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if( ( wantShift && !keyMsg->GetShiftKeyDown() ) || ( wantCtrl && !keyMsg->GetCtrlKeyDown() ) )
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{
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IDeactivateBinding(binding);
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fKeyControlsFrom2ndKeyFlags.SetBit(enabledCtrls[i], false);
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}
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}
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}
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/// Process any binding for this message's key code now
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plKeyCombo combo( keyMsg->GetKeyCode(), ( keyMsg->GetShiftKeyDown() ? plKeyCombo::kShift : 0 ) |
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( keyMsg->GetCtrlKeyDown() ? plKeyCombo::kCtrl : 0 ) );
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hsTArray<const plKeyBinding *> bindings;
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fControlMap->FindAllBindingsByKey(combo, bindings);
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// The first binding is the one we want. (FindAllBindingsByKey guarantees this)
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const plKeyBinding *binding = (bindings.GetCount() ? bindings[0] : nil);
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// If other bindings were found, they lose out to the first one.
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for (i = 1; i < bindings.GetCount(); i++)
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IDeactivateBinding(bindings[i]);
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/*
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const plKeyBinding *binding = fControlMap->FindBindingByKey( combo );
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if( binding == nil )
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{
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// Don't panic just yet, there are some special cases with the shift key to check first
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if( keyMsg->GetKeyCode() == KEY_SHIFT || keyMsg->GetShiftKeyDown() )
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{
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// See, there are two other cases to consider: 1) we have a binding directly to the shift
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// key, which wouldn't have the shift flag set (so the above search wouldn't have caught it).
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// The second case would be if we have a matching binding without shift...
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// which is VALID so long as no other bindings respond to this key combo + shift, but of course,
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// if there were, we'd have found them already!
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// Either way, we remove the shift flag and try again
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combo.fFlags &= ~plKeyCombo::kShift;
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binding = fControlMap->FindBindingByKey( combo );
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}
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}
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*/
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if (!binding)
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return false;
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uint32_t codeFlags = binding->GetCodeFlags();
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// Filter out no-repeat messages
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if( ( codeFlags & kControlFlagNoRepeat ) && keyMsg->GetRepeat() )
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return false;
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if( codeFlags & kControlFlagNormal )
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{
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// "Normal" behavior--enable on key down, disable on key up
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activate = keyMsg->GetKeyDown() ? true : false;
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}
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else if( codeFlags & kControlFlagToggle )
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{
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// Toggle behavior
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if( ( codeFlags & kControlFlagDownEvent ) && !keyMsg->GetKeyDown() )
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return false;
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if( ( codeFlags & kControlFlagUpEvent ) && keyMsg->GetKeyDown() )
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return false;
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if( IHasKeyControlFlag( binding->GetCode() ) )
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activate = false;
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else
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activate = true;
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}
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else
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{
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// Remaining ones are triggered to activate on their flagged event and
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// deactivate when that turns false
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if( ( codeFlags & kControlFlagDownEvent ) && !keyMsg->GetKeyDown() )
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activate = false;
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else if( ( codeFlags & kControlFlagUpEvent ) && keyMsg->GetKeyDown() )
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activate = false;
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else
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activate = true;
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}
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hsBool wasActive = IHasKeyControlFlag(binding->GetCode());
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// Set or clear our flags, since we do that even if we don't send a message
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if ( !keyMsg->GetKeyChar() )
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{
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if( activate )
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{
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ISetKeyControlFlag( binding->GetCode() );
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fKeyControlsFrom2ndKeyFlags.SetBit( binding->GetCode(), ( binding->GetKey2() == combo ) ? true : false );
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}
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else
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{
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IClearKeyControlFlag( binding->GetCode() );
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fKeyControlsFrom2ndKeyFlags.SetBit( binding->GetCode(), 0 );
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}
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}
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// Filter out codes that only want their activate messages sent (like console commands)
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if( ( codeFlags & kControlFlagNoDeactivate ) && !activate )
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return false;
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if (!IControlCodeEnabled(binding->GetCode()))
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{
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if (activate || (codeFlags & kControlFlagToggle) || !wasActive)
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{
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// It's ok to deactivate a disabled control, but not activate it
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return false;
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}
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}
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// Still here? Only proces bound keys for KEYDOWNS.
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// We'll pretend to process CHARs so they don't get sent on...
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if ( keyMsg->GetKeyChar() )
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return true;
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/// OK, generate the message to send
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plCtrlCmd *pCmd = TRACKED_NEW plCtrlCmd( this );
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pCmd->fControlCode = binding->GetCode();
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pCmd->fControlActivated = activate;
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pCmd->SetCmdString( binding->GetExtendedString() );
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pCmd->fNetPropagateToPlayers = ( codeFlags & kControlFlagNetPropagate ) ? true : false;
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fMessageQueue->Append( pCmd );
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return true;
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}
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hsBool plInputInterface::IControlCodeEnabled(ControlEventCode code )
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{
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return (!fDisabledControls.IsBitSet(code));
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}
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