//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //===========================================================================// #ifndef OPTIONS_SUB_KEYBOARD_H #define OPTIONS_SUB_KEYBOARD_H #ifdef _WIN32 #pragma once #endif #include "utlvector.h" #include "utlsymbol.h" #include class VControlsListPanel; //----------------------------------------------------------------------------- // Purpose: Keyboard Details, Part of OptionsDialog //----------------------------------------------------------------------------- class COptionsSubKeyboard : public vgui::PropertyPage { DECLARE_CLASS_SIMPLE( COptionsSubKeyboard, vgui::PropertyPage ); public: COptionsSubKeyboard(vgui::Panel *parent); ~COptionsSubKeyboard(); virtual void OnResetData(); virtual void OnApplyChanges(); virtual void OnKeyCodePressed( vgui::KeyCode code ); virtual void OnThink(); // Trap row selection message MESSAGE_FUNC_INT( ItemSelected, "ItemSelected", itemID ); private: void Finish( ButtonCode_t code ); //----------------------------------------------------------------------------- // Purpose: Used for saving engine keybindings in case user hits cancel button //----------------------------------------------------------------------------- struct KeyBinding { char *binding; }; // Create the key binding list control void CreateKeyBindingList( void ); virtual void OnCommand( const char *command ); // Tell engine to bind/unbind a key void BindKey( const char *key, const char *binding ); void UnbindKey( const char *key ); // Save/restore/cleanup engine's current bindings ( for handling cancel button ) void SaveCurrentBindings( void ); void DeleteSavedBindings( void ); // Get column 0 action descriptions for all keys void ParseActionDescriptions( void ); // Populate list of actions with current engine keybindings void FillInCurrentBindings( void ); // Remove all current bindings from list of bindings void ClearBindItems( void ); // Fill in bindings with mod-specified defaults void FillInDefaultBindings( void ); // Copy bindings out of list and set them in the engine void ApplyAllBindings( void ); // Bind a key to the item void AddBinding( KeyValues *item, const char *keyname ); // Remove all instances of a key from all bindings void RemoveKeyFromBindItems( KeyValues *org_item, const char *key ); // Find item by binding name KeyValues *GetItemForBinding( const char *binding ); private: void OpenKeyboardAdvancedDialog(); vgui::DHANDLE m_OptionsSubKeyboardAdvancedDlg; virtual void OnKeyCodeTyped(vgui::KeyCode code); VControlsListPanel *m_pKeyBindList; vgui::Button *m_pSetBindingButton; vgui::Button *m_pClearBindingButton; // List of saved bindings for the keys KeyBinding m_Bindings[ BUTTON_CODE_LAST ]; // List of all the keys that need to have their binding removed CUtlVector m_KeysToUnbind; }; #endif // OPTIONS_SUB_KEYBOARD_H