//========= 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 ); }