Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include "tier2/keybindings.h"
#include "tier2/tier2.h"
#include "inputsystem/iinputsystem.h"
#include "tier1/utlbuffer.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Set a key binding
//-----------------------------------------------------------------------------
void CKeyBindings::SetBinding( ButtonCode_t code, const char *pBinding ) { if ( code == BUTTON_CODE_INVALID || code == KEY_NONE ) return;
// free old bindings
if ( !m_KeyInfo[code].IsEmpty() ) { // Exactly the same, don't re-bind and fragment memory
if ( !Q_stricmp( m_KeyInfo[code], pBinding ) ) return; } // allocate memory for new binding
m_KeyInfo[code] = pBinding; }
void CKeyBindings::SetBinding( const char *pButtonName, const char *pBinding ) { ButtonCode_t code = g_pInputSystem->StringToButtonCode( pButtonName ); SetBinding( code, pBinding ); }
void CKeyBindings::Unbind( ButtonCode_t code ) { if ( code != KEY_NONE && code != BUTTON_CODE_INVALID ) { m_KeyInfo[code] = ""; } }
void CKeyBindings::Unbind( const char *pButtonName ) { ButtonCode_t code = g_pInputSystem->StringToButtonCode( pButtonName ); Unbind( code ); }
void CKeyBindings::UnbindAll() { for ( int i = 0; i < BUTTON_CODE_LAST; i++ ) { m_KeyInfo[i] = ""; } }
//-----------------------------------------------------------------------------
// Count number of lines of bindings we'll be writing
//-----------------------------------------------------------------------------
int CKeyBindings::GetBindingCount( ) const { int nCount = 0; for ( int i = 0; i < BUTTON_CODE_LAST; i++ ) { if ( !m_KeyInfo[i].IsEmpty() ) { nCount++; } }
return nCount; }
//-----------------------------------------------------------------------------
// Writes lines containing "bind key value"
//-----------------------------------------------------------------------------
void CKeyBindings::WriteBindings( CUtlBuffer &buf ) { for ( int i = 0; i < BUTTON_CODE_LAST; i++ ) { if ( !m_KeyInfo[i].IsEmpty() ) { const char *pButtonCode = g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i ); buf.Printf( "bind \"%s\" \"%s\"\n", pButtonCode, m_KeyInfo[i].Get() ); } } }
//-----------------------------------------------------------------------------
// Returns the keyname to which a binding string is bound. E.g., if
// TAB is bound to +use then searching for +use will return "TAB"
//-----------------------------------------------------------------------------
const char *CKeyBindings::ButtonNameForBinding( const char *pBinding ) { const char *pBind = pBinding; if ( pBinding[0] == '+' ) { ++pBind; }
for ( int i = 0; i < BUTTON_CODE_LAST; i++ ) { if ( m_KeyInfo[i].IsEmpty() ) continue;
if ( m_KeyInfo[i][0] == '+' ) { if ( !Q_stricmp( &m_KeyInfo[i].Get()[1], pBind ) ) return g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i ); } else { if ( !Q_stricmp( m_KeyInfo[i], pBind ) ) return g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i ); } }
return NULL; }
const char *CKeyBindings::GetBindingForButton( ButtonCode_t code ) { if ( m_KeyInfo[code].IsEmpty() ) return NULL;
return m_KeyInfo[ code ]; }
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