text: //========= 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 ];
  }
  
  
  
  