Esempio n. 1
0
void CG_KeyEvent(int key, qboolean down) {
	switch(cgs.eventHandling) {
		// Demos get their own keys
		case CGAME_EVENT_DEMO:
			CG_DemoClick(key, down);
			return;

		case CGAME_EVENT_CAMPAIGNBREIFING:
			CG_LoadPanel_KeyHandling( key, down );
			break;

		case CGAME_EVENT_FIRETEAMMSG:
			CG_Fireteams_KeyHandling( key, down );
			break;

		case CGAME_EVENT_GAMEVIEW:
			CG_LimboPanel_KeyHandling( key, down );
			break;

		case CGAME_EVENT_SPEAKEREDITOR:
			CG_SpeakerEditor_KeyHandling( key, down );
			break;

		// forty - visual hud editor
		case CGAME_EVENT_HUDEDITOR:
			CG_HudEditor_KeyHandling( key, down );
			break;
	
		// forty - multiview key handler
		case CGAME_EVENT_MULTIVIEW:
			CG_mv_KeyHandling( key, down );
			break;

		default:
			if( cg.snap->ps.pm_type == PM_INTERMISSION ) {
				CG_Debriefing_KeyEvent( key, down );
				return;
			}

			// default handling
			if( !down ) {
				return;
			}

			if ( ( cg.predictedPlayerState.pm_type == PM_NORMAL ||
				(cg.predictedPlayerState.pm_type == PM_SPECTATOR && cg.showScores == qfalse))) {

				CG_EventHandling(CGAME_EVENT_NONE, qfalse);
				return;
			}
			break;
	}
}
Esempio n. 2
0
void CG_KeyEvent(int key, qboolean down) {
	switch ((int)cgs.eventHandling) {
	// Demos get their own keys
	case CGAME_EVENT_DEMO:
		CG_DemoClick(key, down);
		return;

	case CGAME_EVENT_CAMPAIGNBREIFING:
		CG_LoadPanel_KeyHandling(key, down);
		break;

	case CGAME_EVENT_FIRETEAMMSG:
		CG_Fireteams_KeyHandling(key, down);
		break;

	case CGAME_EVENT_GAMEVIEW:
		CG_LimboPanel_KeyHandling(key, down);
		break;

	case CGAME_EVENT_SPEAKEREDITOR:
		CG_SpeakerEditor_KeyHandling(key, down);
		break;

	default:
		// default handling
		if (!down) {
			return;
		}

		if (cg.predictedPlayerState.pm_type == PM_NORMAL ||
		     (cg.predictedPlayerState.pm_type == PM_SPECTATOR && cg.showScores == qfalse)) {

			CG_EventHandling(CGAME_EVENT_NONE, qfalse);
			return;
		}
		break;
	}
}
Esempio n. 3
0
void CG_KeyEvent(int key, qboolean down)
{
	switch (cgs.eventHandling)
	{
	// Demos get their own keys
	case CGAME_EVENT_DEMO:
#ifdef FEATURE_EDV
		if (cg_predefineddemokeys.integer)
		{
			CG_DemoClick(key, down);
		}
		else
		{
			CG_RunBinding(key, down);
		}
		return;
#else
		CG_DemoClick(key, down);
		return;
#endif
	case CGAME_EVENT_CAMPAIGNBREIFING:
		CG_LoadPanel_KeyHandling(key, down);
		break;
	case CGAME_EVENT_FIRETEAMMSG:
		CG_Fireteams_KeyHandling(key, down);
		break;
	case CGAME_EVENT_GAMEVIEW:
		CG_LimboPanel_KeyHandling(key, down);
		break;
	case CGAME_EVENT_SPEAKEREDITOR:
		CG_SpeakerEditor_KeyHandling(key, down);
		break;
#ifdef FEATURE_MULTIVIEW
	case  CGAME_EVENT_MULTIVIEW:
#ifdef FEATURE_EDV
		if (cg_predefineddemokeys.integer)
		{
			CG_mv_KeyHandling(key, down);
		}
		else
		{
			CG_RunBinding(key, down);
		}
#else
		CG_mv_KeyHandling(key, down);
#endif
		break;
#endif
	default:
		if (cg.snap->ps.pm_type == PM_INTERMISSION)
		{
			CG_Debriefing_KeyEvent(key, down);
			return;
		}

		// default handling
		if (!down)
		{
			return;
		}

		if ((cg.predictedPlayerState.pm_type == PM_NORMAL ||
		     (cg.predictedPlayerState.pm_type == PM_SPECTATOR && cg.showScores == qfalse)))
		{

			CG_EventHandling(CGAME_EVENT_NONE, qfalse);
			return;
		}
		break;
	}
}