|
|
//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include "optionssubkeyboard.h"
#include "engineinterface.h"
#include "vcontrolslistpanel.h"
#include "vgui_controls/Button.h"
#include "vgui_controls/Label.h"
#include "vgui_controls/ListPanel.h"
#include "vgui_controls/QueryBox.h"
#include "vgui/Cursor.h"
#include "vgui/IVGui.h"
#include "vgui/ISurface.h"
#include "tier1/keyvalues.h"
#include "tier1/convar.h"
#include "vgui/KeyCode.h"
#include "vgui/MouseCode.h"
#include "vgui/ISystem.h"
#include "vgui/IInput.h"
#include "filesystem.h"
#include "tier1/utlbuffer.h"
#include "IGameUIFuncs.h"
#include "vstdlib/ikeyvaluessystem.h"
#include "tier2/tier2.h"
#include "inputsystem/iinputsystem.h"
#include "gameui_util.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
COptionsSubKeyboard::COptionsSubKeyboard(vgui::Panel *parent) : PropertyPage(parent, NULL) { Q_memset( m_Bindings, 0, sizeof( m_Bindings ));
m_nSplitScreenUser = 0;
// For joystick buttons, controls which user are binding/unbinding
if ( !IsGameConsole() ) { //HACK HACK: Probably the entire gameui needs to have a splitscrene context for which player the settings apply to, but this is only
// on the PC...
static CGameUIConVarRef in_forceuser( "in_forceuser" );
if ( in_forceuser.IsValid() ) { m_nSplitScreenUser = clamp( in_forceuser.GetInt(), 0, 1 ); } else { m_nSplitScreenUser = MAX( 0, engine->GetActiveSplitScreenPlayerSlot() ); } }
// create the key bindings list
CreateKeyBindingList(); // Store all current key bindings
SaveCurrentBindings(); // Parse default descriptions
ParseActionDescriptions(); m_pSetBindingButton = new Button(this, "ChangeKeyButton", ""); m_pClearBindingButton = new Button(this, "ClearKeyButton", "");
LoadControlSettings("Resource/OptionsSubKeyboard.res");
m_pSetBindingButton->SetEnabled(false); m_pClearBindingButton->SetEnabled(false); }
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
COptionsSubKeyboard::~COptionsSubKeyboard() { DeleteSavedBindings(); }
//-----------------------------------------------------------------------------
// Purpose: reloads current keybinding
//-----------------------------------------------------------------------------
void COptionsSubKeyboard::OnResetData() { // Populate list based on current settings
FillInCurrentBindings(); if ( IsVisible() ) { m_pKeyBindList->SetSelectedItem(0); } }
//-----------------------------------------------------------------------------
// Purpose: saves out keybinding changes
//-----------------------------------------------------------------------------
void COptionsSubKeyboard::OnApplyChanges() { ApplyAllBindings(); }
//-----------------------------------------------------------------------------
// Purpose: Create key bindings list control
//-----------------------------------------------------------------------------
void COptionsSubKeyboard::CreateKeyBindingList() { // Create the control
m_pKeyBindList = new VControlsListPanel(this, "listpanel_keybindlist"); }
//-----------------------------------------------------------------------------
// Purpose: binds double-clicking or hitting enter in the keybind list to changing the key
//-----------------------------------------------------------------------------
void COptionsSubKeyboard::OnKeyCodeTyped(vgui::KeyCode code) { if (code == KEY_ENTER) { OnCommand("ChangeKey"); } else { BaseClass::OnKeyCodeTyped(code); } }
//-----------------------------------------------------------------------------
// Purpose: command handler
//-----------------------------------------------------------------------------
void COptionsSubKeyboard::OnCommand( const char *command ) { if ( !stricmp( command, "Defaults" ) ) { // open a box asking if we want to restore defaults
QueryBox *box = new QueryBox("#GameUI_KeyboardSettings", "#GameUI_KeyboardSettingsText"); box->AddActionSignalTarget(this); box->SetOKCommand(new KeyValues("Command", "command", "DefaultsOK")); box->DoModal(); } else if ( !stricmp(command, "DefaultsOK")) { // Restore defaults from default keybindings file
FillInDefaultBindings(); m_pKeyBindList->RequestFocus(); } else if ( !m_pKeyBindList->IsCapturing() && !stricmp( command, "ChangeKey" ) ) { m_pKeyBindList->StartCaptureMode(dc_blank); } else if ( !m_pKeyBindList->IsCapturing() && !stricmp( command, "ClearKey" ) ) { // OnKeyCodePressed( ButtonCodeToJoystickButtonCode( KEY_DELETE, CL4DBasePanel::GetSingleton().GetLastActiveUserId() ) );
OnKeyCodePressed( KEY_DELETE ); // <<< PC only code, no need for joystick management
m_pKeyBindList->RequestFocus(); } else if ( !stricmp(command, "Advanced") ) { OpenKeyboardAdvancedDialog(); } else { BaseClass::OnCommand( command ); } }
const char *UTIL_Parse( const char *data, char *token, int sizeofToken ) { data = engine->ParseFile( data, token, sizeofToken ); return data; } static char *UTIL_CopyString( const char *in ) { int len = strlen( in ) + 1; char *out = new char[ len ]; Q_strncpy( out, in, len ); return out; }
const char *UTIL_va(PRINTF_FORMAT_STRING const char *format, ...) { va_list argptr; static char string[4][1024]; static int curstring = 0; curstring = ( curstring + 1 ) % 4;
va_start (argptr, format); Q_vsnprintf( string[curstring], 1024, format, argptr ); va_end (argptr);
return string[curstring]; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubKeyboard::ParseActionDescriptions( void ) { char szBinding[256]; char szDescription[256];
KeyValues *item;
// Load the default keys list
CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER ); if ( !g_pFullFileSystem->ReadFile( "scripts/kb_act.lst", NULL, buf ) ) return;
const char *data = (const char*)buf.Base();
int sectionIndex = 0; char token[512]; while ( 1 ) { data = UTIL_Parse( data, token, sizeof(token) ); // Done.
if ( strlen( token ) <= 0 ) break;
Q_strncpy( szBinding, token, sizeof( szBinding ) );
data = UTIL_Parse( data, token, sizeof(token) ); if ( strlen(token) <= 0 ) { break; }
Q_strncpy(szDescription, token, sizeof( szDescription ) );
// Skip '======' rows
if ( szDescription[ 0 ] != '=' ) { // Flag as special header row if binding is "blank"
if (!stricmp(szBinding, "blank")) { // add header item
int nColumn1 = 286; int nColumn2 = 128; if ( IsProportional() ) { nColumn1 = vgui::scheme()->GetProportionalScaledValueEx( GetScheme(), nColumn1 ); nColumn2 = vgui::scheme()->GetProportionalScaledValueEx( GetScheme(), nColumn2 ); } m_pKeyBindList->AddSection(++sectionIndex, szDescription); m_pKeyBindList->AddColumnToSection(sectionIndex, "Action", szDescription, SectionedListPanel::COLUMN_BRIGHT, nColumn1 ); m_pKeyBindList->AddColumnToSection(sectionIndex, "Key", "#GameUI_KeyButton", SectionedListPanel::COLUMN_BRIGHT, nColumn2 ); } else { // Create a new: blank item
item = new KeyValues( "Item" ); // fill in data
item->SetString("Action", szDescription); item->SetString("Binding", szBinding); item->SetString("Key", "");
// Add to list
m_pKeyBindList->AddItem(sectionIndex, item); item->deleteThis(); } } } }
//-----------------------------------------------------------------------------
// Purpose: Search current data set for item which has the specified binding string
// Input : *binding - string to find
// Output : KeyValues or NULL on failure
//-----------------------------------------------------------------------------
KeyValues *COptionsSubKeyboard::GetItemForBinding( const char *binding ) { static int bindingSymbol = KeyValuesSystem()->GetSymbolForString("Binding");
// Loop through all items
for (int i = 0; i < m_pKeyBindList->GetItemCount(); i++) { KeyValues *item = m_pKeyBindList->GetItemData(m_pKeyBindList->GetItemIDFromRow(i)); if ( !item ) continue;
KeyValues *bindingItem = item->FindKey(bindingSymbol); const char *bindString = bindingItem->GetString();
// Check the "Binding" key
if (!stricmp(bindString, binding)) return item; } // Didn't find it
return NULL; }
//-----------------------------------------------------------------------------
// Purpose: Bind the specified keyname to the specified item
// Input : *item - Item to which to add the key
// *keyname - The key to be added
//-----------------------------------------------------------------------------
void COptionsSubKeyboard::AddBinding( KeyValues *item, const char *keyname ) { // See if it's already there as a binding
if ( !stricmp( item->GetString( "Key", "" ), keyname ) ) return;
// Make sure it doesn't live anywhere
RemoveKeyFromBindItems( item, keyname );
const char *binding = item->GetString( "Binding", "" );
// Loop through all the key bindings and set all entries that have
// the same binding. This allows us to have multiple entries pointing
// to the same binding.
for (int i = 0; i < m_pKeyBindList->GetItemCount(); i++) { KeyValues *curitem = m_pKeyBindList->GetItemData(m_pKeyBindList->GetItemIDFromRow(i)); if ( !curitem ) continue;
const char *curbinding = curitem->GetString( "Binding", "" );
if (!stricmp(curbinding, binding)) { curitem->SetString( "Key", keyname ); m_pKeyBindList->InvalidateItem(i); } } }
//-----------------------------------------------------------------------------
// Purpose: Remove all keys from list
//-----------------------------------------------------------------------------
void COptionsSubKeyboard::ClearBindItems( void ) { for (int i = 0; i < m_pKeyBindList->GetItemCount(); i++) { KeyValues *item = m_pKeyBindList->GetItemData(m_pKeyBindList->GetItemIDFromRow(i)); if ( !item ) continue;
// Reset keys
item->SetString( "Key", "" );
m_pKeyBindList->InvalidateItem(i); }
m_pKeyBindList->InvalidateLayout(); }
//-----------------------------------------------------------------------------
// Purpose: Remove all instances of the specified key from bindings
//-----------------------------------------------------------------------------
void COptionsSubKeyboard::RemoveKeyFromBindItems( KeyValues *org_item, const char *key ) { Assert( key && key[ 0 ] ); if ( !key || !key[ 0 ] ) return;
int len = Q_strlen( key ); char *pszKey = new char[len + 1];
if ( !pszKey ) return;
Q_memcpy( pszKey, key, len+1 );
for (int i = 0; i < m_pKeyBindList->GetItemCount(); i++) { KeyValues *item = m_pKeyBindList->GetItemData(m_pKeyBindList->GetItemIDFromRow(i)); if ( !item ) continue;
// If it's bound to the primary: then remove it
if ( !stricmp( pszKey, item->GetString( "Key", "" ) ) ) { bool bClearEntry = true;
if ( org_item ) { // Only clear it out if the actual binding isn't the same. This allows
// us to have the same key bound to multiple entries in the keybinding list
// if they point to the same command.
const char *org_binding = org_item->GetString( "Binding", "" ); const char *binding = item->GetString( "Binding", "" ); if ( !stricmp( org_binding, binding ) ) { bClearEntry = false; } }
if ( bClearEntry ) { item->SetString( "Key", "" ); m_pKeyBindList->InvalidateItem(i); } } }
delete [] pszKey;
// Make sure the display is up to date
m_pKeyBindList->InvalidateLayout(); }
//-----------------------------------------------------------------------------
// Purpose: Ask the engine for all bindings and set up the list
//-----------------------------------------------------------------------------
void COptionsSubKeyboard::FillInCurrentBindings( void ) { // reset the unbind list
// we only unbind keys used by the normal config items (not custom binds)
m_KeysToUnbind.RemoveAll();
// Clear any current settings
ClearBindItems();
bool bJoystick = false; CGameUIConVarRef var( "joystick" ); if ( var.IsValid() ) { bJoystick = var.GetBool(); }
for ( int i = 0; i < BUTTON_CODE_LAST; i++ ) { ButtonCode_t bc = ( ButtonCode_t )i;
bool bIsJoystickCode = IsJoystickCode( bc ); // Skip Joystick buttons for the "other" user
if ( bIsJoystickCode && GetJoystickForCode( bc ) != m_nSplitScreenUser ) continue;
// Look up binding
const char *binding = gameuifuncs->GetBindingForButtonCode( bc ); if ( !binding ) continue;
// See if there is an item for this one?
KeyValues *item = GetItemForBinding( binding ); if ( item ) { // Bind it by name
const char *keyName = g_pInputSystem->ButtonCodeToString( bc );
// Already in list, means user had two keys bound to this item. We'll only note the first one we encounter
char const *currentKey = item->GetString( "Key", "" ); if ( currentKey && currentKey[ 0 ] ) { ButtonCode_t currentBC = (ButtonCode_t)gameuifuncs->GetButtonCodeForBind( currentKey );
// If we're using a joystick, joystick bindings override keyboard ones
bool bShouldOverride = bJoystick && bIsJoystickCode && !IsJoystickCode(currentBC);
if ( !bShouldOverride ) continue;
// Remove the key we're about to override from the unbinding list
m_KeysToUnbind.FindAndRemove( currentBC ); }
AddBinding( item, keyName );
// remember to apply unbinding of this key when we apply
m_KeysToUnbind.AddToTail( bc ); } } }
//-----------------------------------------------------------------------------
// Purpose: Clean up memory used by saved bindings
//-----------------------------------------------------------------------------
void COptionsSubKeyboard::DeleteSavedBindings( void ) { for ( int i = 0; i < BUTTON_CODE_LAST; i++ ) { if ( m_Bindings[ i ].binding ) { delete[] m_Bindings[ i ].binding; m_Bindings[ i ].binding = NULL; } } }
//-----------------------------------------------------------------------------
// Purpose: Copy all bindings into save array
//-----------------------------------------------------------------------------
void COptionsSubKeyboard::SaveCurrentBindings( void ) { DeleteSavedBindings(); for (int i = 0; i < BUTTON_CODE_LAST; i++) { const char *binding = gameuifuncs->GetBindingForButtonCode( (ButtonCode_t)i ); if ( !binding || !binding[0]) continue;
// Copy the binding string
m_Bindings[ i ].binding = UTIL_CopyString( binding ); } }
//-----------------------------------------------------------------------------
// Purpose: Tells the engine to bind a key
//-----------------------------------------------------------------------------
void COptionsSubKeyboard::BindKey( ButtonCode_t bc, const char *binding ) { char const *pszKeyName = g_pInputSystem->ButtonCodeToString( bc ); Assert( pszKeyName ); if ( !pszKeyName || !*pszKeyName ) return;
int nSlot = GetJoystickForCode( bc ); engine->ClientCmd_Unrestricted( UTIL_va( "cmd%d bind \"%s\" \"%s\"\n", nSlot + 1, pszKeyName, binding ) ); }
//-----------------------------------------------------------------------------
// Purpose: Tells the engine to unbind a key
//-----------------------------------------------------------------------------
void COptionsSubKeyboard::UnbindKey( ButtonCode_t bc ) { char const *pszKeyName = g_pInputSystem->ButtonCodeToString( bc ); Assert( pszKeyName ); if ( !pszKeyName || !*pszKeyName ) return;
int nSlot = GetJoystickForCode( bc ); engine->ClientCmd_Unrestricted( UTIL_va( "cmd%d unbind \"%s\"\n", nSlot + 1, pszKeyName ) ); }
//-----------------------------------------------------------------------------
// Purpose: Go through list and bind specified keys to actions
//-----------------------------------------------------------------------------
void COptionsSubKeyboard::ApplyAllBindings( void ) { // unbind everything that the user unbound
for (int i = 0; i < m_KeysToUnbind.Count(); i++) { ButtonCode_t bc = m_KeysToUnbind[ i ]; UnbindKey( bc ); } m_KeysToUnbind.RemoveAll();
// free binding memory
DeleteSavedBindings();
for (int i = 0; i < m_pKeyBindList->GetItemCount(); i++) { KeyValues *item = m_pKeyBindList->GetItemData(m_pKeyBindList->GetItemIDFromRow(i)); if ( !item ) continue;
// See if it has a binding
const char *binding = item->GetString( "Binding", "" ); if ( !binding || !binding[ 0 ] ) continue;
const char *keyname; // Check main binding
keyname = item->GetString( "Key", "" ); if ( keyname && keyname[ 0 ] ) { ButtonCode_t code = g_pInputSystem->StringToButtonCode( keyname ); if ( IsJoystickCode( code ) ) { code = ButtonCodeToJoystickButtonCode( code, m_nSplitScreenUser ); }
// Tell the engine
BindKey( code, binding ); if ( code != BUTTON_CODE_INVALID ) { m_Bindings[ code ].binding = UTIL_CopyString( binding ); } } }
// Now exec their custom bindings
engine->ClientCmd_Unrestricted( "exec userconfig.cfg\nhost_writeconfig\n" ); }
//-----------------------------------------------------------------------------
// Purpose: Read in defaults from game's default config file and populate list
// using those defaults
//-----------------------------------------------------------------------------
void COptionsSubKeyboard::FillInDefaultBindings( void ) { CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER ); if ( !g_pFullFileSystem->ReadFile( "cfg/config_default.cfg", NULL, buf ) ) return;
// L4D: also unbind other keys
engine->ClientCmd_Unrestricted( "unbindall\n" );
// Clear out all current bindings
ClearBindItems();
const char *data = (const char*)buf.Base();
// loop through all the binding
while ( data != NULL ) { char cmd[64]; data = UTIL_Parse( data, cmd, sizeof(cmd) ); if ( cmd[ 0 ] == '\0' ) break;
if ( !Q_stricmp(cmd, "bind") || !Q_stricmp(cmd, "cmd2 bind") ) { // FIXME: If we ever support > 2 player splitscreen this will need to be reworked.
int nJoyStick = 0; if ( !stricmp(cmd, "cmd2 bind") ) { nJoyStick = 1; }
// Key name
char szKeyName[256]; data = UTIL_Parse( data, szKeyName, sizeof(szKeyName) ); if ( szKeyName[ 0 ] == '\0' ) break; // Error
char szBinding[256]; data = UTIL_Parse( data, szBinding, sizeof(szBinding) ); if ( szKeyName[ 0 ] == '\0' ) break; // Error
// Skip it if it's a bind for the other slit
if ( nJoyStick != m_nSplitScreenUser ) continue;
// Find item
KeyValues *item = GetItemForBinding( szBinding ); if ( item ) { // Bind it
AddBinding( item, szKeyName ); } } else { // L4D: Use Defaults also resets cvars listed in config_default.cfg
CGameUIConVarRef var( cmd ); if ( var.IsValid() ) { char szValue[256] = ""; data = UTIL_Parse( data, szValue, sizeof(szValue) ); var.SetValue( szValue ); } } } PostActionSignal(new KeyValues("ApplyButtonEnable"));
// Make sure console and escape key are always valid
KeyValues *item = GetItemForBinding( "toggleconsole" ); if ( item ) { // Bind it
AddBinding( item, "`" ); } item = GetItemForBinding( "cancelselect" ); if ( item ) { // Bind it
AddBinding( item, "ESCAPE" ); } }
//-----------------------------------------------------------------------------
// Purpose: User clicked on item: remember where last active row/column was
//-----------------------------------------------------------------------------
void COptionsSubKeyboard::ItemSelected(int itemID) { m_pKeyBindList->SetItemOfInterest(itemID);
if (m_pKeyBindList->IsItemIDValid(itemID)) { // find the details, see if we should be enabled/clear/whatever
m_pSetBindingButton->SetEnabled(true);
KeyValues *kv = m_pKeyBindList->GetItemData(itemID); if (kv) { const char *key = kv->GetString("Key", NULL); if (key && *key) { m_pClearBindingButton->SetEnabled(true); } else { m_pClearBindingButton->SetEnabled(false); }
if (kv->GetInt("Header")) { m_pSetBindingButton->SetEnabled(false); } } } else { m_pSetBindingButton->SetEnabled(false); m_pClearBindingButton->SetEnabled(false); } }
//-----------------------------------------------------------------------------
// Purpose: called when the capture has finished
//-----------------------------------------------------------------------------
void COptionsSubKeyboard::Finish( ButtonCode_t code ) { int r = m_pKeyBindList->GetItemOfInterest();
// Retrieve clicked row and column
m_pKeyBindList->EndCaptureMode( dc_arrow );
// Find item for this row
KeyValues *item = m_pKeyBindList->GetItemData(r); if ( item ) { // Handle keys: but never rebind the escape key
// Esc just exits bind mode silently
if ( code != BUTTON_CODE_NONE && code != KEY_ESCAPE && code != BUTTON_CODE_INVALID ) { // Bind the named key
AddBinding( item, g_pInputSystem->ButtonCodeToString( code ) ); PostActionSignal( new KeyValues( "ApplyButtonEnable" ) ); }
m_pKeyBindList->InvalidateItem(r); }
m_pSetBindingButton->SetEnabled(true); m_pClearBindingButton->SetEnabled(true); }
//-----------------------------------------------------------------------------
// Purpose: Scans for captured key presses
//-----------------------------------------------------------------------------
void COptionsSubKeyboard::OnThink() { BaseClass::OnThink();
if ( m_pKeyBindList->IsCapturing() ) { ButtonCode_t code = BUTTON_CODE_INVALID; if ( engine->CheckDoneKeyTrapping( code ) ) { Finish( code ); } } }
//-----------------------------------------------------------------------------
// Purpose: Check for enter key and go into keybinding mode if it was pressed
//-----------------------------------------------------------------------------
void COptionsSubKeyboard::OnKeyCodePressed(vgui::KeyCode code) { // Enter key pressed and not already trapping next key/button press
if ( !m_pKeyBindList->IsCapturing() ) { // Grab which item was set as interesting
int r = m_pKeyBindList->GetItemOfInterest();
// Check that it's visible
int x, y, w, h; bool visible = m_pKeyBindList->GetCellBounds(r, 1, x, y, w, h); if (visible) { if ( KEY_DELETE == code ) { // find the current binding and remove it
KeyValues *kv = m_pKeyBindList->GetItemData(r);
const char *key = kv->GetString("Key", NULL); if (key && *key) { RemoveKeyFromBindItems(NULL, key); }
m_pClearBindingButton->SetEnabled(false); m_pKeyBindList->InvalidateItem(r); PostActionSignal(new KeyValues("ApplyButtonEnable"));
// message handled, don't pass on
return; } } }
// Allow base class to process message instead
BaseClass::OnKeyCodePressed( code ); }
//-----------------------------------------------------------------------------
// Purpose: advanced keyboard settings dialog
//-----------------------------------------------------------------------------
class COptionsSubKeyboardAdvancedDlg : public vgui::Frame { DECLARE_CLASS_SIMPLE( COptionsSubKeyboardAdvancedDlg, vgui::Frame ); public: explicit COptionsSubKeyboardAdvancedDlg( vgui::VPANEL hParent ) : BaseClass( NULL, NULL ) { // parent is ignored, since we want look like we're steal focus from the parent (we'll become modal below)
SetTitle("#GameUI_KeyboardAdvanced_Title", true); SetSize( 280, 140 ); LoadControlSettings( "resource/OptionsSubKeyboardAdvancedDlg.res" ); MoveToCenterOfScreen(); SetSizeable( false ); SetDeleteSelfOnClose( true ); }
virtual void Activate() { BaseClass::Activate();
input()->SetAppModalSurface(GetVPanel());
// reset the data
CGameUIConVarRef con_enable( "con_enable" ); if ( con_enable.IsValid() ) { SetControlInt("ConsoleCheck", con_enable.GetInt() ? 1 : 0); }
CGameUIConVarRef hud_fastswitch( "hud_fastswitch", true ); if ( hud_fastswitch.IsValid() ) { SetControlInt("FastSwitchCheck", hud_fastswitch.GetInt() ? 1 : 0); } }
virtual void OnApplyData() { // apply data
CGameUIConVarRef con_enable( "con_enable" ); con_enable.SetValue( GetControlInt( "ConsoleCheck", 0 ) );
CGameUIConVarRef hud_fastswitch( "hud_fastswitch", true ); hud_fastswitch.SetValue( GetControlInt( "FastSwitchCheck", 0 ) ); }
virtual void OnCommand( const char *command ) { if ( !stricmp(command, "OK") ) { // apply the data
OnApplyData(); Close(); } else { BaseClass::OnCommand( command ); } }
void OnKeyCodeTyped(KeyCode code) { // force ourselves to be closed if the escape key it pressed
if (code == KEY_ESCAPE) { Close(); } else { BaseClass::OnKeyCodeTyped(code); } } };
//-----------------------------------------------------------------------------
// Purpose: Open advanced keyboard options
//-----------------------------------------------------------------------------
void COptionsSubKeyboard::OpenKeyboardAdvancedDialog() { if (!m_OptionsSubKeyboardAdvancedDlg.Get()) { m_OptionsSubKeyboardAdvancedDlg = new COptionsSubKeyboardAdvancedDlg(GetVParent()); } m_OptionsSubKeyboardAdvancedDlg->Activate(); }
|