//========= 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 ]; }