Update remapDlg.tscript

Fixes with handling of mouse to keyboard and vice versa remapping.  Removed some unused function arguments, some organization / cleanup.
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Sir-Skurpsalot 2025-12-12 20:03:39 -07:00 committed by GitHub
parent 04af5aafcc
commit b3b98cd58e
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@ -8,24 +8,27 @@ function OptRemapInputCtrl::onAxisEvent( %this, %device, %action, %axisVal)
return;
Canvas.popDialog( RemapDlg );
%this.doRemap(%device, %action, %axisVal);
}
function OptRemapInputCtrl::onInputEvent( %this, %device, %action )
{
if(!startsWith(%device,$remapListDevice) && %action !$= "escape" && %action !$= "btn_start")
{
if(%action $= "escape" || %action $= "btn_start"){
Canvas.popDialog( RemapDlg );
return;
}
else
{
// do nothing if gamepad is attempted to be used on the keyboard & mouse binds menu...
else if(%device $= "gamepad" && $remapListDevice $= "keyboard")
return;
// do nothing if keyboard or mouse is attempted to be used on the gamepad binds menu...
else if ((%device $= "mouse" || %device $= "keyboard") && $remapListDevice $= "gamePad")
return;
// procceed with remap if appropriate device used on binds menu...
else{
Canvas.popDialog( RemapDlg );
if(%action $= "escape" || %action $= "btn_start")
return;
%this.doRemap(%device, %action, 0);
$RemapDirty = true;
}
}
@ -34,39 +37,40 @@ function OptRemapInputCtrl::doRemap(%this, %device, %action, %axisVal)
%cmd = $RemapCmd[%this.index];
%name = $RemapName[%this.index];
%actionMap = $RemapActionMap[%this.index];
echo("OptRemapInputCtrl::onInputEvent() - remapping details: " @ %cmd @ ", " @ %name @ ", " @ %actionMap @ " remapped to: " @ %device @ ", " @ %action);
// Grab the friendly display name for this action
// which we'll use when prompting the user below.
%mapName = getMapDisplayName( %device, %action );
// Get the current command this action is mapped to.
%prevMap = %actionMap.getCommand( %device, %action );
//TODO: clear all existant keybinds to a command and then bind it so we only have a single one at all times
// Make sure no other "action" (key / button press) is bound to this command
unbindExtraActions( %cmd, %actionMap, %device, 0 );
unbindExtraActions( %cmd, %actionMap, %device, 1 );
// If nothing was mapped to the previous command
// If nothing was mapped to the previous command
// mapping then it's easy... just bind it.
// If the previous command is the same as the
// If the previous command is the same as the
// current then they hit the same input as what
// was already assigned.
if ( %prevMap $= "" || %prevMap $= %cmd )
{
//unbindExtraActions( %cmd, %actionMap, 1 );
%actionMap.bind( %device, %action, %cmd );
OptionsMenu.populateKBMControls();
OptionsMenu.populateGamepadControls();
return;
}
//------------------------------------------------------------------------------------------------------------------
// If this action (key / button press) was already bound to another command, undoing that is handled in this section
//------------------------------------------------------------------------------------------------------------------
// Look for the index of the previous mapping.
%prevMapIndex = findRemapCmdIndex( %prevMap );
// If we get a negative index then the previous
// If we get a negative index then the previous
// mapping was to an item that isn't included in
// the mapping list... so we cannot unmap it.
if ( %prevMapIndex == -1 )
@ -77,22 +81,23 @@ function OptRemapInputCtrl::doRemap(%this, %device, %action, %axisVal)
// Setup the forced remapping callback command.
%callback = "redoMapping(" @ %device @ ", " @ %actionMap @ ", \"" @ %action @ "\", \"" @
%cmd @ "\", " @ %prevMapIndex @ ", " @ %this.index @ ");";
%cmd @ "\");";
// Warn that we're about to remove the old mapping and
// replace it with another.
%prevCmdName = $RemapName[%prevMapIndex];
//Canvas.pushDialog( RemapConfirmDlg );
%remapWarnText = "\"" @ %mapName @ "\" is already bound to \"" @ %prevCmdName @ "\"! Do you wish to replace this mapping?";
%doRemapCommand = "redoMapping(" @ %device @ ", " @ %actionMap @ ", \"" @ %action @ "\", \"" @
%cmd @ "\", " @ %prevMapIndex @ ", " @ %this.index @ ");";
%cmd @ "\");";
%cancelCommand = "";
MessageBoxYesNo( "Key already in use", %remapWarnText, %doRemapCommand, %cancelCommand );
MessageBoxYesNo( "Key already in use", %remapWarnText, %doRemapCommand, %cancelCommand );
}
/// This unbinds actions beyond %count associated to the
/// This unbinds actions (buttons / key presses) beyond %count associated to the
/// particular actionMap %commmand.
function unbindExtraActions( %command, %actionMap, %device, %count )
{
@ -105,8 +110,48 @@ function unbindExtraActions( %command, %actionMap, %device, %count )
{
%amDevice = getField( %temp, %i + 0 );
%action = getField( %temp, %i + 1 );
if(%device !$= "" || %device $= %amDevice)
%actionMap.unbind( %device, %action );
if(amDevice !$= "") {
%actionMap.unbind( %amDevice, %action ); //need to use %amDevice because could be changing from keyboard to mouse or vice versa
}
}
}
function findRemapCmdIndex( %command ){
for ( %i = 0; %i < $RemapCount; %i++ )
{
if ( %command $= $RemapCmd[%i] )
return( %i );
}
return( -1 );
}
function redoMapping( %device, %actionMap, %action, %cmd)
{
%actionMap.bind( %device, %action, %cmd );
OptionsMenu.populateKBMControls();
OptionsMenu.populateGamepadControls();
}
function addKeyRemap(%name, %actionMap, %device, %command, %description)
{
if(%name $= "" ||
%actionMap $= "" ||
%device $= "" ||
%command $= "")
{
error("addKeybindRemap() - tried to add a remap entry, but didn't have all the keeded info!");
return;
}
// "mouse" is accepted as a convenience, but the remappable actions related functions treat it same as "keyboard".
if(%device $= "mouse")
%device = "keyboard";
$RemapName[$RemapCount] = %name;
$RemapCmd[$RemapCount] = %command;
$RemapActionMap[$RemapCount] = %actionMap;
$RemapDevice[$RemapCount] = %device;
$RemapDescription[$RemapCount] = %description;
$RemapCount++;
}