Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef KEYREPEAT_H
#define KEYREPEAT_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Panel.h>
namespace vgui
{
enum KEYREPEAT_ALIASES
{
KR_ALIAS_UP,
KR_ALIAS_DOWN,
KR_ALIAS_LEFT,
KR_ALIAS_RIGHT,
FM_NUM_KEYREPEAT_ALIASES,
};
class CKeyRepeatHandler
{
public:
CKeyRepeatHandler()
{
Reset();
for ( int i = 0; i < FM_NUM_KEYREPEAT_ALIASES; i++ )
{
m_flRepeatTimes[i] = 0.16;
}
}
void Reset( void ) { memset( m_bAliasDown, 0, sizeof(bool) * FM_NUM_KEYREPEAT_ALIASES ); m_bHaveKeyDown = false; }
void KeyDown( vgui::KeyCode code );
void KeyUp( vgui::KeyCode code );
vgui::KeyCode KeyRepeated( void );
void SetKeyRepeatTime( vgui::KeyCode code, float flRepeat );
private:
int GetIndexForCode( vgui::KeyCode code )
{
switch ( code )
{
case KEY_XBUTTON_DOWN:
case KEY_XSTICK1_DOWN:
return KR_ALIAS_DOWN; break;
case KEY_XBUTTON_UP:
case KEY_XSTICK1_UP:
return KR_ALIAS_UP; break;
case KEY_XBUTTON_LEFT:
case KEY_XSTICK1_LEFT:
return KR_ALIAS_LEFT; break;
case KEY_XBUTTON_RIGHT:
case KEY_XSTICK1_RIGHT:
return KR_ALIAS_RIGHT; break;
default:
break;
}
return -1;
}
private:
bool m_bAliasDown[FM_NUM_KEYREPEAT_ALIASES];
float m_flRepeatTimes[FM_NUM_KEYREPEAT_ALIASES];
float m_flNextKeyRepeat;
bool m_bHaveKeyDown;
};
} // namespace vgui
#endif // KEYREPEAT_H