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 ];
}