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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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//===========================================================================//
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#include "tier2/keybindings.h"
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#include "tier2/tier2.h"
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#include "inputsystem/iinputsystem.h"
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#include "tier1/utlbuffer.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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//-----------------------------------------------------------------------------
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// Set a key binding
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//-----------------------------------------------------------------------------
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void CKeyBindings::SetBinding( ButtonCode_t code, const char *pBinding )
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{
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if ( code == BUTTON_CODE_INVALID || code == KEY_NONE )
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return;
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// free old bindings
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if ( !m_KeyInfo[code].IsEmpty() )
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{
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// Exactly the same, don't re-bind and fragment memory
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if ( !Q_stricmp( m_KeyInfo[code], pBinding ) )
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return;
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}
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// allocate memory for new binding
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m_KeyInfo[code] = pBinding;
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}
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void CKeyBindings::SetBinding( const char *pButtonName, const char *pBinding )
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{
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ButtonCode_t code = g_pInputSystem->StringToButtonCode( pButtonName );
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SetBinding( code, pBinding );
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}
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void CKeyBindings::Unbind( ButtonCode_t code )
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{
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if ( code != KEY_NONE && code != BUTTON_CODE_INVALID )
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{
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m_KeyInfo[code] = "";
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}
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}
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void CKeyBindings::Unbind( const char *pButtonName )
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{
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ButtonCode_t code = g_pInputSystem->StringToButtonCode( pButtonName );
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Unbind( code );
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}
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void CKeyBindings::UnbindAll()
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{
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for ( int i = 0; i < BUTTON_CODE_LAST; i++ )
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{
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m_KeyInfo[i] = "";
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}
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}
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//-----------------------------------------------------------------------------
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// Count number of lines of bindings we'll be writing
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//-----------------------------------------------------------------------------
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int CKeyBindings::GetBindingCount( ) const
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{
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int nCount = 0;
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for ( int i = 0; i < BUTTON_CODE_LAST; i++ )
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{
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if ( !m_KeyInfo[i].IsEmpty() )
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{
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nCount++;
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}
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}
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return nCount;
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}
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//-----------------------------------------------------------------------------
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// Writes lines containing "bind key value"
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//-----------------------------------------------------------------------------
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void CKeyBindings::WriteBindings( CUtlBuffer &buf )
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{
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for ( int i = 0; i < BUTTON_CODE_LAST; i++ )
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{
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if ( !m_KeyInfo[i].IsEmpty() )
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{
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const char *pButtonCode = g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i );
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buf.Printf( "bind \"%s\" \"%s\"\n", pButtonCode, m_KeyInfo[i].Get() );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Returns the keyname to which a binding string is bound. E.g., if
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// TAB is bound to +use then searching for +use will return "TAB"
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//-----------------------------------------------------------------------------
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const char *CKeyBindings::ButtonNameForBinding( const char *pBinding )
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{
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const char *pBind = pBinding;
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if ( pBinding[0] == '+' )
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{
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++pBind;
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}
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for ( int i = 0; i < BUTTON_CODE_LAST; i++ )
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{
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if ( m_KeyInfo[i].IsEmpty() )
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continue;
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if ( m_KeyInfo[i][0] == '+' )
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{
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if ( !Q_stricmp( &m_KeyInfo[i].Get()[1], pBind ) )
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return g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i );
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}
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else
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{
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if ( !Q_stricmp( m_KeyInfo[i], pBind ) )
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return g_pInputSystem->ButtonCodeToString( (ButtonCode_t)i );
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}
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}
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return NULL;
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}
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const char *CKeyBindings::GetBindingForButton( ButtonCode_t code )
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{
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if ( m_KeyInfo[code].IsEmpty() )
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return NULL;
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return m_KeyInfo[ code ];
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}
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