142 lines
3.0 KiB
C++
142 lines
3.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "movieobjects/dmekeyboardinput.h"
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#include "movieobjects_interfaces.h"
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#include "datamodel/dmelementfactoryhelper.h"
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#include "vgui/iinput.h"
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#include "vgui/keycode.h"
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#include "tier3/tier3.h"
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#include "tier0/dbg.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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// global list of all keys supported
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//-----------------------------------------------------------------------------
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struct KeyInfo
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{
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vgui::KeyCode code;
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const char *str;
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};
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const uint g_nKeys = 48;
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const KeyInfo g_keyInfo[ g_nKeys ] =
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{
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{ KEY_0, "0" },
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{ KEY_1, "1" },
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{ KEY_2, "2" },
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{ KEY_3, "3" },
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{ KEY_4, "4" },
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{ KEY_5, "5" },
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{ KEY_6, "6" },
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{ KEY_7, "7" },
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{ KEY_8, "8" },
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{ KEY_9, "9" },
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{ KEY_A, "A" },
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{ KEY_B, "B" },
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{ KEY_C, "C" },
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{ KEY_D, "D" },
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{ KEY_E, "E" },
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{ KEY_F, "F" },
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{ KEY_G, "G" },
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{ KEY_H, "H" },
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{ KEY_I, "I" },
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{ KEY_J, "J" },
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{ KEY_K, "K" },
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{ KEY_L, "L" },
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{ KEY_M, "M" },
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{ KEY_N, "N" },
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{ KEY_O, "O" },
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{ KEY_P, "P" },
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{ KEY_Q, "Q" },
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{ KEY_R, "R" },
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{ KEY_S, "S" },
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{ KEY_T, "T" },
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{ KEY_U, "U" },
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{ KEY_V, "V" },
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{ KEY_W, "W" },
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{ KEY_X, "X" },
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{ KEY_Y, "Y" },
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{ KEY_Z, "Z" },
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{ KEY_F1, "F1" },
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{ KEY_F2, "F2" },
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{ KEY_F3, "F3" },
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{ KEY_F4, "F4" },
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{ KEY_F5, "F5" },
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{ KEY_F6, "F6" },
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{ KEY_F7, "F7" },
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{ KEY_F8, "F8" },
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{ KEY_F9, "F9" },
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{ KEY_F10, "F10" },
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{ KEY_F11, "F11" },
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{ KEY_F12, "F12" },
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};
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//-----------------------------------------------------------------------------
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// Expose this class to the scene database
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//-----------------------------------------------------------------------------
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IMPLEMENT_ELEMENT_FACTORY( DmeKeyboardInput, CDmeKeyboardInput );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDmeKeyboardInput::OnConstruction()
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{
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m_keys = new CDmaVar< bool >[ g_nKeys ];
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for ( uint ki = 0; ki < g_nKeys; ++ki )
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{
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m_keys[ ki ].Init( this, g_keyInfo[ ki ].str );
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}
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}
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void CDmeKeyboardInput::OnDestruction()
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{
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delete[] m_keys;
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}
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bool CDmeKeyboardInput::IsDirty()
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{
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for ( uint ki = 0; ki < g_nKeys; ++ki )
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{
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if ( m_keys[ ki ].Get() != GetKeyStatus( ki ) )
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return true;
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}
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return false;
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}
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void CDmeKeyboardInput::Operate()
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{
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for ( uint ki = 0; ki < g_nKeys; ++ki )
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{
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m_keys[ ki ].Set( GetKeyStatus( ki ) );
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}
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}
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void CDmeKeyboardInput::GetInputAttributes( CUtlVector< CDmAttribute * > &attrs )
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{
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}
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void CDmeKeyboardInput::GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs )
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{
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for ( uint ki = 0; ki < g_nKeys; ++ki )
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{
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attrs.AddToTail( m_keys[ ki ].GetAttribute() );
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}
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}
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bool CDmeKeyboardInput::GetKeyStatus( uint ki )
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{
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return g_pVGuiInput->IsKeyDown( g_keyInfo[ ki ].code );
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}
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