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