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Delete Templates/BaseGame/game/data/UI/scripts/controlsMenu.tscript
Deleted due to unused functions, functions in-use moved to relevant scripts
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// =============================================================================
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// KEYBINDS MENU
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// =============================================================================
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function ControlsMenuDefaultsButton::onClick(%this)
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{
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//For this to work with module-style, we have to figure that somewhere, we'll set where our default keybind script is at.
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//This can be hardcoded in your actual project.
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//exec($KeybindPath);
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//ControlsMenu.reload();
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}
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function getMapDisplayName( %device, %action )
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{
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if ( %device $= "keyboard" )
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return( %action );
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else if ( strstr( %device, "mouse" ) != -1 )
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{
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// Substitute "mouse" for "button" in the action string:
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%pos = strstr( %action, "button" );
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if ( %pos != -1 )
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{
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%mods = getSubStr( %action, 0, %pos );
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%object = getSubStr( %action, %pos, 1000 );
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%instance = getSubStr( %object, strlen( "button" ), 1000 );
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return( %mods @ "mouse" @ ( %instance + 1 ) );
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}
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else
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error( "Mouse input object other than button passed to getDisplayMapName!" );
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}
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else if ( strstr( %device, "joystick" ) != -1 )
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{
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// Substitute "joystick" for "button" in the action string:
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%pos = strstr( %action, "button" );
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if ( %pos != -1 )
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{
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%mods = getSubStr( %action, 0, %pos );
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%object = getSubStr( %action, %pos, 1000 );
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%instance = getSubStr( %object, strlen( "button" ), 1000 );
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return( %mods @ "joystick" @ ( %instance + 1 ) );
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}
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else
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{
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%pos = strstr( %action, "pov" );
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if ( %pos != -1 )
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{
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%wordCount = getWordCount( %action );
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%mods = %wordCount > 1 ? getWords( %action, 0, %wordCount - 2 ) @ " " : "";
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%object = getWord( %action, %wordCount - 1 );
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switch$ ( %object )
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{
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case "upov": %object = "POV1 up";
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case "dpov": %object = "POV1 down";
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case "lpov": %object = "POV1 left";
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case "rpov": %object = "POV1 right";
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case "upov2": %object = "POV2 up";
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case "dpov2": %object = "POV2 down";
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case "lpov2": %object = "POV2 left";
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case "rpov2": %object = "POV2 right";
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default: %object = "";
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}
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return( %mods @ %object );
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}
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else
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error( "Unsupported Joystick input object passed to getDisplayMapName!" );
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}
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}
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else if ( strstr( %device, "gamepad" ) != -1 )
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{
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return %action;
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%pos = strstr( %action, "button" );
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if ( %pos != -1 )
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{
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%mods = getSubStr( %action, 0, %pos );
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%object = getSubStr( %action, %pos, 1000 );
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%instance = getSubStr( %object, strlen( "button" ), 1000 );
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return( %mods @ "joystick" @ ( %instance + 1 ) );
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}
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else
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{
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%pos = strstr( %action, "thumb" );
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if ( %pos != -1 )
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{
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//%instance = getSubStr( %action, strlen( "thumb" ), 1000 );
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//return( "thumb" @ ( %instance + 1 ) );
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return %action;
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}
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else
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error( "Unsupported gamepad input object passed to getDisplayMapName!" );
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}
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}
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return( "" );
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}
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function buildFullMapString( %index, %actionMap, %deviceType )
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{
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%name = $RemapName[%index];
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%cmd = $RemapCmd[%index];
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%temp = %actionMap.getBinding( %cmd );
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if ( %temp $= "" )
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return %name TAB "";
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%mapString = "";
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%count = getFieldCount( %temp );
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for ( %i = 0; %i < %count; %i += 2 )
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{
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if ( %mapString !$= "" )
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continue;
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//%mapString = %mapString @ ", ";
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%device = getField( %temp, %i + 0 );
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%object = getField( %temp, %i + 1 );
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if (startsWith(%device,"mouse"))
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%deviceType = "mouse";
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if(%deviceType !$= "" && !startsWith(%device, %deviceType))
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continue;
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%mapString = %mapString @ getMapDisplayName( %device, %object );
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}
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return %name TAB %mapString;
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}
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function ControlsMenuRebindButton::onClick(%this)
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{
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%name = $RemapName[%this.keybindIndex];
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RemapDlg-->OptRemapText.text = "Re-bind \"" @ %name @ "\" to..." ;
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OptRemapInputCtrl.index = %this.keybindIndex;
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OptRemapInputCtrl.optionIndex = %this.optionIndex;
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Canvas.pushDialog( RemapDlg );
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}
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function findRemapCmdIndex( %command )
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{
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for ( %i = 0; %i < $RemapCount; %i++ )
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{
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if ( %command $= $RemapCmd[%i] )
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return( %i );
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}
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return( -1 );
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}
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function redoMapping( %device, %actionMap, %action, %cmd, %oldIndex, %newIndex )
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{
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//%actionMap.bind( %device, %action, $RemapCmd[%newIndex] );
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%actionMap.bind( %device, %action, %cmd );
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OptionsMenu.populateKBMControls();
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OptionsMenu.populateGamepadControls();
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}
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