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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The main manager of the UI
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//
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// $Revision: $
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// $NoKeywords: $
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//===========================================================================//
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#include "inputmanager.h"
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#include "legion.h"
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#include "uimanager.h"
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#include "inputsystem/iinputsystem.h"
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#include "tier2/tier2.h"
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#include "tier1/convar.h"
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//-----------------------------------------------------------------------------
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// Singleton accessor
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//-----------------------------------------------------------------------------
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static CInputManager s_InputManager;
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extern CInputManager *g_pInputManager = &s_InputManager;
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//-----------------------------------------------------------------------------
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// Initialization
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//-----------------------------------------------------------------------------
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bool CInputManager::Init()
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{
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// FIXME: Read keybindings from a file
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m_KeyBindings.SetBinding( "w", "+forward" );
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m_KeyBindings.SetBinding( "s", "+back" );
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m_KeyBindings.SetBinding( "`", "toggleconsole" );
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m_ButtonUpToEngine.ClearAll();
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return true;
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}
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//-----------------------------------------------------------------------------
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// Add a command into the command queue
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//-----------------------------------------------------------------------------
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void CInputManager::AddCommand( const char *pCommand )
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{
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m_CommandBuffer.AddText( pCommand );
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}
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//-----------------------------------------------------------------------------
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// FIXME! This is necessary only because of an artifact of how ConCommands used to work
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//-----------------------------------------------------------------------------
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static ConCommand *FindNamedCommand( char const *name )
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{
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// look through the command list for all matches
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ConCommandBase const *cmd = (ConCommandBase const *)vgui::icvar()->GetCommands();
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while (cmd)
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{
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if (!Q_strcmp( name, cmd->GetName() ) )
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{
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if ( cmd->IsCommand() )
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{
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return ( ConCommand * )cmd;
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}
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}
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cmd = cmd->GetNext();
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CInputManager::PrintConCommandBaseDescription( const ConCommandBase *pVar )
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{
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bool bMin, bMax;
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float fMin, fMax;
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const char *pStr;
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Assert( pVar );
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Color clr;
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clr.SetColor( 255, 100, 100, 255 );
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if ( !pVar->IsCommand() )
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{
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ConVar *var = ( ConVar * )pVar;
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bMin = var->GetMin( fMin );
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bMax = var->GetMax( fMax );
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char const *value = NULL;
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char tempVal[ 32 ];
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if ( var->IsBitSet( FCVAR_NEVER_AS_STRING ) )
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{
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value = tempVal;
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if ( fabs( (float)var->GetInt() - var->GetFloat() ) < 0.000001 )
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{
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Q_snprintf( tempVal, sizeof( tempVal ), "%d", var->GetInt() );
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}
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else
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{
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Q_snprintf( tempVal, sizeof( tempVal ), "%f", var->GetFloat() );
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}
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}
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else
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{
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value = var->GetString();
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}
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if ( value )
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{
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Msg( "\"%s\" = \"%s\"", var->GetName(), value );
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if ( Q_stricmp( value, var->GetDefault() ) )
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{
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Msg( " ( def. \"%s\" )", var->GetDefault() );
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}
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}
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if ( bMin )
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{
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Msg( " min. %f", fMin );
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}
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if ( bMax )
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{
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Msg( " max. %f", fMax );
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}
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Msg( "\n" );
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}
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else
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{
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ConCommand *var = ( ConCommand * )pVar;
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Msg( "\"%s\"\n", var->GetName() );
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}
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// PrintConCommandBaseFlags( pVar );
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pStr = pVar->GetHelpText();
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if ( pStr && pStr[0] )
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{
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Msg( " - %s\n", pStr );
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}
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}
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//-----------------------------------------------------------------------------
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// Per-frame update
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//-----------------------------------------------------------------------------
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void CInputManager::ProcessCommands( )
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{
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m_CommandBuffer.BeginProcessingCommands( 1 );
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while ( m_CommandBuffer.DequeueNextCommand() )
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{
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const CCommand& args = m_CommandBuffer.GetCommand();
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const ConCommandBase *pCommand = FindNamedCommand( args[ 0 ] );
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if ( pCommand && pCommand->IsCommand() )
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{
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// FIXME: Um... yuck!?!
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ConCommand *pConCommand = const_cast<ConCommand*>( static_cast<const ConCommand*>( pCommand ) );
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pConCommand->Dispatch( args );
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continue;
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}
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ConVar *pConVar = g_pCVar->FindVar( args[0] );
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if ( !pConVar )
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continue;
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// perform a variable print or set
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if ( args.ArgC() == 1 )
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{
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PrintConCommandBaseDescription( pConVar );
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continue;
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}
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// Note that we don't want the tokenized list, send down the entire string
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// except for surrounding quotes
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char remaining[1024];
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const char *pArgS = args.ArgS();
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int nLen = Q_strlen( pArgS );
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bool bIsQuoted = pArgS[0] == '\"';
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if ( !bIsQuoted )
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{
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Q_strncpy( remaining, args.ArgS(), sizeof(remaining) );
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}
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else
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{
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--nLen;
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Q_strncpy( remaining, &pArgS[1], sizeof(remaining) );
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}
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// Now strip off any trailing spaces
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char *p = remaining + nLen - 1;
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while ( p >= remaining )
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{
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if ( *p > ' ' )
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break;
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*p-- = 0;
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}
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// Strip off ending quote
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if ( bIsQuoted && p >= remaining )
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{
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if ( *p == '\"' )
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{
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*p = 0;
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}
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}
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if ( pConVar->IsBitSet( FCVAR_NEVER_AS_STRING ) )
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{
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pConVar->SetValue( (float)atof( remaining ) );
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}
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else
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{
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pConVar->SetValue( remaining );
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}
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}
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m_CommandBuffer.EndProcessingCommands();
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}
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//-----------------------------------------------------------------------------
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// Per-frame update
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//-----------------------------------------------------------------------------
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void CInputManager::Update( )
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{
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char cmd[1024];
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g_pInputSystem->PollInputState();
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int nEventCount = g_pInputSystem->GetEventCount();
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const InputEvent_t* pEvents = g_pInputSystem->GetEventData( );
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for ( int i = 0; i < nEventCount; ++i )
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{
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if ( pEvents[i].m_nType == IE_Quit )
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{
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IGameManager::Stop();
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break;
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}
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bool bBypassVGui = false;
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switch( pEvents[i].m_nType )
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{
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case IE_AppActivated:
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if ( pEvents[i].m_nData == 0 )
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{
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m_ButtonUpToEngine.ClearAll();
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}
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break;
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case IE_ButtonReleased:
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{
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// This logic is necessary to deal with switching back + forth
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// between vgui + the engine. If we downclick in the engine,
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// the engine must get the upclick.
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ButtonCode_t code = (ButtonCode_t)pEvents[i].m_nData;
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if ( m_ButtonUpToEngine[ code ] )
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{
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m_ButtonUpToEngine.Clear( code );
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bBypassVGui = true;
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}
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}
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break;
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default:
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break;
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}
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if ( !bBypassVGui )
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{
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if ( g_pUIManager->ProcessInputEvent( pEvents[i] ) )
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continue;
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}
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// FIXME: Add game keybinding system here
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bool bButtonDown = ( pEvents[i].m_nType == IE_ButtonPressed );
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bool bButtonUp = ( pEvents[i].m_nType == IE_ButtonReleased );
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if ( bButtonDown || bButtonUp )
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{
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ButtonCode_t code = (ButtonCode_t)pEvents[i].m_nData;
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if ( bButtonDown )
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{
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m_ButtonUpToEngine.Set( code );
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}
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const char *pBinding = m_KeyBindings.GetBindingForButton( code );
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if ( !pBinding )
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continue;
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if ( pBinding[0] != '+' )
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{
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if ( bButtonDown )
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{
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m_CommandBuffer.AddText( pBinding );
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}
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continue;
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}
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Q_snprintf( cmd, sizeof(cmd), "%c%s %i\n", bButtonUp ? '-' : '+', &pBinding[1], code );
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m_CommandBuffer.AddText( cmd );
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continue;
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}
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}
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ProcessCommands();
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}
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