Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "movieobjects/dmekeyboardinput.h"
#include "movieobjects_interfaces.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "vgui/iinput.h"
#include "vgui/keycode.h"
#include "tier3/tier3.h"
#include "tier0/dbg.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// global list of all keys supported
//-----------------------------------------------------------------------------
struct KeyInfo
{
vgui::KeyCode code;
const char *str;
};
const uint g_nKeys = 48;
const KeyInfo g_keyInfo[ g_nKeys ] =
{
{ KEY_0, "0" },
{ KEY_1, "1" },
{ KEY_2, "2" },
{ KEY_3, "3" },
{ KEY_4, "4" },
{ KEY_5, "5" },
{ KEY_6, "6" },
{ KEY_7, "7" },
{ KEY_8, "8" },
{ KEY_9, "9" },
{ KEY_A, "A" },
{ KEY_B, "B" },
{ KEY_C, "C" },
{ KEY_D, "D" },
{ KEY_E, "E" },
{ KEY_F, "F" },
{ KEY_G, "G" },
{ KEY_H, "H" },
{ KEY_I, "I" },
{ KEY_J, "J" },
{ KEY_K, "K" },
{ KEY_L, "L" },
{ KEY_M, "M" },
{ KEY_N, "N" },
{ KEY_O, "O" },
{ KEY_P, "P" },
{ KEY_Q, "Q" },
{ KEY_R, "R" },
{ KEY_S, "S" },
{ KEY_T, "T" },
{ KEY_U, "U" },
{ KEY_V, "V" },
{ KEY_W, "W" },
{ KEY_X, "X" },
{ KEY_Y, "Y" },
{ KEY_Z, "Z" },
{ KEY_F1, "F1" },
{ KEY_F2, "F2" },
{ KEY_F3, "F3" },
{ KEY_F4, "F4" },
{ KEY_F5, "F5" },
{ KEY_F6, "F6" },
{ KEY_F7, "F7" },
{ KEY_F8, "F8" },
{ KEY_F9, "F9" },
{ KEY_F10, "F10" },
{ KEY_F11, "F11" },
{ KEY_F12, "F12" },
};
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeKeyboardInput, CDmeKeyboardInput );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeKeyboardInput::OnConstruction()
{
m_keys = new CDmaVar< bool >[ g_nKeys ];
for ( uint ki = 0; ki < g_nKeys; ++ki )
{
m_keys[ ki ].Init( this, g_keyInfo[ ki ].str );
}
}
void CDmeKeyboardInput::OnDestruction()
{
delete[] m_keys;
}
bool CDmeKeyboardInput::IsDirty()
{
for ( uint ki = 0; ki < g_nKeys; ++ki )
{
if ( m_keys[ ki ].Get() != GetKeyStatus( ki ) )
return true;
}
return false;
}
void CDmeKeyboardInput::Operate()
{
for ( uint ki = 0; ki < g_nKeys; ++ki )
{
m_keys[ ki ].Set( GetKeyStatus( ki ) );
}
}
void CDmeKeyboardInput::GetInputAttributes( CUtlVector< CDmAttribute * > &attrs )
{
}
void CDmeKeyboardInput::GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs )
{
for ( uint ki = 0; ki < g_nKeys; ++ki )
{
attrs.AddToTail( m_keys[ ki ].GetAttribute() );
}
}
bool CDmeKeyboardInput::GetKeyStatus( uint ki )
{
return g_pVGuiInput->IsKeyDown( g_keyInfo[ ki ].code );
}