hl2_src-leak-2017/src/vgui2/vgui_controls/ControllerMap.cpp

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "vgui_controls/ControllerMap.h"
#include "vgui/ISurface.h"
#include "vgui/KeyCode.h"
#include "KeyValues.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
struct keystring_t
{
int code;
const char *name;
};
static const keystring_t s_ControllerButtons[] = { { KEY_XBUTTON_UP, "KEY_XBUTTON_UP" },
{ KEY_XBUTTON_DOWN, "KEY_XBUTTON_DOWN" },
{ KEY_XBUTTON_LEFT, "KEY_XBUTTON_LEFT" },
{ KEY_XBUTTON_RIGHT, "KEY_XBUTTON_RIGHT" },
{ KEY_XBUTTON_START, "KEY_XBUTTON_START" },
{ KEY_XBUTTON_BACK, "KEY_XBUTTON_BACK" },
{ KEY_XBUTTON_STICK1, "KEY_XBUTTON_STICK1" },
{ KEY_XBUTTON_STICK2, "KEY_XBUTTON_STICK2" },
{ KEY_XBUTTON_A, "KEY_XBUTTON_A" },
{ KEY_XBUTTON_B, "KEY_XBUTTON_B" },
{ KEY_XBUTTON_X, "KEY_XBUTTON_X" },
{ KEY_XBUTTON_Y, "KEY_XBUTTON_Y" },
{ KEY_XBUTTON_LEFT_SHOULDER, "KEY_XBUTTON_LEFT_SHOULDER" },
{ KEY_XBUTTON_RIGHT_SHOULDER, "KEY_XBUTTON_RIGHT_SHOULDER" },
{ KEY_XBUTTON_LTRIGGER, "KEY_XBUTTON_LTRIGGER" },
{ KEY_XBUTTON_RTRIGGER, "KEY_XBUTTON_RTRIGGER" },
{ KEY_XSTICK1_UP, "KEY_XSTICK1_UP" },
{ KEY_XSTICK1_DOWN, "KEY_XSTICK1_DOWN" },
{ KEY_XSTICK1_LEFT, "KEY_XSTICK1_LEFT" },
{ KEY_XSTICK1_RIGHT, "KEY_XSTICK1_RIGHT" },
{ KEY_XSTICK2_UP, "KEY_XSTICK2_UP" },
{ KEY_XSTICK2_DOWN, "KEY_XSTICK2_DOWN" },
{ KEY_XSTICK2_LEFT, "KEY_XSTICK2_LEFT" },
{ KEY_XSTICK2_RIGHT, "KEY_XSTICK2_RIGHT" } };
//-----------------------------------------------------------------------------
// Purpose: for the UtlMap
//-----------------------------------------------------------------------------
bool lessFunc( const int &lhs, const int &rhs )
{
return lhs < rhs;
}
//-----------------------------------------------------------------------------
// Purpose: converts a button name string to the equivalent keycode
//-----------------------------------------------------------------------------
int StringToButtonCode( const char *name )
{
for ( int i = 0; i < ARRAYSIZE( s_ControllerButtons ); ++i )
{
if ( !Q_stricmp( s_ControllerButtons[i].name, name ) )
return s_ControllerButtons[i].code;
}
return -1;
}
//-----------------------------------------------------------------------------
// Purpose: intercepts the keycode from its parent, and handles it according to
// the button map. If the keycode isn't handled, it gets passed on to the parent.
//-----------------------------------------------------------------------------
void CControllerMap::OnKeyCodeTyped( vgui::KeyCode code )
{
int idx = m_buttonMap.Find( code );
if ( idx != m_buttonMap.InvalidIndex() )
{
GetParent()->OnCommand( m_buttonMap[idx].cmd.String() );
}
else
{
// Disable input before forwarding the message
// so it doesn't feed back here again.
SetKeyBoardInputEnabled( false );
GetParent()->OnKeyCodeTyped( code );
SetKeyBoardInputEnabled( true );
}
}
//-----------------------------------------------------------------------------
// Purpose: constructor
//-----------------------------------------------------------------------------
CControllerMap::CControllerMap( vgui::Panel *parent, const char *name ) : BaseClass( parent, name )
{
m_buttonMap.SetLessFunc( lessFunc );
}
//-----------------------------------------------------------------------------
// Purpose: sets up the button/command bindings
//-----------------------------------------------------------------------------
void CControllerMap::ApplySettings( KeyValues *inResourceData )
{
BaseClass::ApplySettings( inResourceData );
// loop through all the data adding items to the menu
for (KeyValues *dat = inResourceData->GetFirstSubKey(); dat != NULL; dat = dat->GetNextKey())
{
if ( !Q_stricmp( dat->GetName(), "button" ) )
{
const char *buttonName = dat->GetString( "name", "" );
int keycode = StringToButtonCode( buttonName );
if ( keycode != -1 )
{
button_t b;
b.cmd = CUtlSymbol( dat->GetString( "command", "" ) );
// text and icon are optional - their existence means this button
// should be displayed in the footer panel.
const char *helpText = dat->GetString( "text", NULL );
if ( helpText )
{
b.text = CUtlSymbol( helpText );
b.icon = CUtlSymbol( dat->GetString( "icon", NULL ) );
}
m_buttonMap.Insert( keycode, b );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: gets the help text for a binding, if it exists
//-----------------------------------------------------------------------------
const char *CControllerMap::GetBindingText( int idx )
{
CUtlSymbol s = m_buttonMap[idx].text;
if ( s.IsValid() )
{
return s.String();
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: gets the icon for a binding, if it exists
//-----------------------------------------------------------------------------
const char *CControllerMap::GetBindingIcon( int idx )
{
CUtlSymbol s = m_buttonMap[idx].icon;
if ( s.IsValid() )
{
return s.String();
}
return NULL;
}
DECLARE_BUILD_FACTORY( CControllerMap );