Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef OPTIONS_SUB_KEYBOARD_H
#define OPTIONS_SUB_KEYBOARD_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
#include "utlsymbol.h"
#include <vgui_controls/PropertyPage.h>
class VControlsListPanel;
//-----------------------------------------------------------------------------
// Purpose: Keyboard Details, Part of OptionsDialog
//-----------------------------------------------------------------------------
class COptionsSubKeyboard : public vgui::PropertyPage { DECLARE_CLASS_SIMPLE( COptionsSubKeyboard, vgui::PropertyPage );
public: COptionsSubKeyboard(vgui::Panel *parent); ~COptionsSubKeyboard();
virtual void OnResetData(); virtual void OnApplyChanges(); virtual void OnKeyCodePressed( vgui::KeyCode code ); virtual void OnThink();
// Trap row selection message
MESSAGE_FUNC_INT( ItemSelected, "ItemSelected", itemID );
private: void Finish( ButtonCode_t code );
//-----------------------------------------------------------------------------
// Purpose: Used for saving engine keybindings in case user hits cancel button
//-----------------------------------------------------------------------------
struct KeyBinding { char *binding; };
// Create the key binding list control
void CreateKeyBindingList( void );
virtual void OnCommand( const char *command );
// Tell engine to bind/unbind a key
void BindKey( const char *key, const char *binding ); void UnbindKey( const char *key );
// Save/restore/cleanup engine's current bindings ( for handling cancel button )
void SaveCurrentBindings( void ); void DeleteSavedBindings( void );
// Get column 0 action descriptions for all keys
void ParseActionDescriptions( void );
// Populate list of actions with current engine keybindings
void FillInCurrentBindings( void ); // Remove all current bindings from list of bindings
void ClearBindItems( void ); // Fill in bindings with mod-specified defaults
void FillInDefaultBindings( void ); // Copy bindings out of list and set them in the engine
void ApplyAllBindings( void );
// Bind a key to the item
void AddBinding( KeyValues *item, const char *keyname );
// Remove all instances of a key from all bindings
void RemoveKeyFromBindItems( KeyValues *org_item, const char *key );
// Find item by binding name
KeyValues *GetItemForBinding( const char *binding );
private: void OpenKeyboardAdvancedDialog(); vgui::DHANDLE<class COptionsSubKeyboardAdvancedDlg> m_OptionsSubKeyboardAdvancedDlg; virtual void OnKeyCodeTyped(vgui::KeyCode code);
VControlsListPanel *m_pKeyBindList;
vgui::Button *m_pSetBindingButton; vgui::Button *m_pClearBindingButton;
// List of saved bindings for the keys
KeyBinding m_Bindings[ BUTTON_CODE_LAST ];
// List of all the keys that need to have their binding removed
CUtlVector<CUtlSymbol> m_KeysToUnbind; };
#endif // OPTIONS_SUB_KEYBOARD_H
|