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class InputUtils
{
//useful for console preset differentiation
static const string PRESET_OLD = "#STR_UAPRESET_0";
static const string PRESET_NEW = "#STR_UAPRESET_1";
static const int VARIANT_OLD = 0;
static const int VARIANT_NEW = 1;
static int m_CurrentPresetIDConsole = -1;
//
static protected ref map<int, ref array<int>> m_InputActionSortingMap; //<sorting_idx,<input_ID>>
static protected ref array<int> m_UnsortedInputActions;
static const float ICON_SCALE_NORMAL = 1.21;
static const float ICON_SCALE_TOOLBAR = 1.81;
static string GetButtonNameFromInput(string pInputName, int pInputDeviceType)
{
UAInput inp = GetUApi().GetInputByName(pInputName);
for (int i = 0; i < inp.AlternativeCount(); i++)
{
inp.SelectAlternative(i);
if (inp.CheckBindDevice(0, pInputDeviceType))
{
return GetUApi().GetButtonName(inp.GetBindKey(0));
}
}
return "";
}
//! returns a map of button names, combo or not
static map<int,ref TStringArray> GetComboButtonNamesFromInput(string pInputName, int pInputDeviceType) //TODO: revisit to include same input device alternatives too?
{
UAInput inp = GetUApi().GetInputByName(pInputName);
TStringArray buttons;
map<int,ref TStringArray> output;//<alternativeIDX<button_array>>
for (int i = 0; i < inp.AlternativeCount(); i++)
{
inp.SelectAlternative(i);
if (inp.BindingCount() > 0 && inp.Binding(0) != 0 && inp.CheckBindDevice(0,pInputDeviceType))
{
buttons = new TStringArray;
if (inp.IsCombo())
{
buttons.Insert(GetUApi().GetButtonName( inp.Binding(0) ));
for (int j = 1; j < inp.BindingCount(); j++)
{
if (inp.Binding(j) != 0 && inp.CheckBindDevice(j,pInputDeviceType))
{
buttons.Insert(GetUApi().GetButtonName( inp.Binding(j) ));
}
}
//return buttons;
}
else
{
buttons.Insert(GetUApi().GetButtonName(inp.GetBindKey(0)));
//return buttons;
}
if (buttons.Count() > 0)
{
if (!output)
{
output = new map<int,ref TStringArray>;
}
output.Insert(i,buttons);
}
}
}
return output;
}
static array<string> GetButtonIconPathFromInput(notnull UAInput pInput, int pInputDeviceType = EUAINPUT_DEVICE_CONTROLLER)
{
array<string> buttonIcons = new array<string>();
for (int i = 0; i < pInput.AlternativeCount(); i++)
{
pInput.SelectAlternative(i);
bool done = false;
for (int bk = 0; bk < pInput.BindKeyCount(); bk++)
{
if (pInput.CheckBindDevice(0, pInputDeviceType))
{
buttonIcons.Insert(GetUApi().GetButtonIcon(pInput.Binding(bk)));
if (bk == pInput.BindKeyCount() - 1)
{
done = true;
}
}
}
if (done)
{
buttonIcons.Invert();
return buttonIcons;
}
}
return buttonIcons;
}
static array<string> GetButtonIconPathFromInput(string pInputName, int pInputDeviceType)
{
UAInput inp = GetUApi().GetInputByName(pInputName);
array<string> buttonIcons = new array<string>();
buttonIcons = InputUtils.GetButtonIconPathFromInput(inp, pInputDeviceType);
return buttonIcons;
}
static void GetImagesetAndIconFromInputAction(notnull UAInput pInput, int pInputDeviceType, out array<string> pImageSet, out array<string> pIconName)
{
array<string> buttons = InputUtils.GetButtonIconPathFromInput(pInput, pInputDeviceType);
if (buttons.Count() == 0 )
{
return;
}
for (int i = 0; i < buttons.Count(); i++)
{
array<string> parts = new array<string>;
buttons.Get(i).Split(":", parts);
if (parts.Count() < 2)
{
return;
}
pImageSet.Insert(parts[1].SubstringInverted(parts[1], parts[1].Length() - 6, parts[1].Length()));
//! Asia vs Europe/N.America controller layout
#ifdef PLATFORM_PS4
if (GetGame().GetInput().GetEnterButton() == GamepadButton.B)
{
//! switch confirm button
if (parts[2] == "cross")
{
parts[2] = "circle";
}
//! switch back button
if (parts[2] == "circle")
{
parts[2] = "cross";
}
}
#endif
pIconName.Insert(parts[2]);
}
}
static void GetImagesetAndIconFromInputAction(string pInputAction, int pInputDeviceType, out array<string> pImageSet, out array<string> pIconName)
{
UAInput inp = GetUApi().GetInputByName(pInputAction);
InputUtils.GetImagesetAndIconFromInputAction(inp, pInputDeviceType, pImageSet, pIconName);
}
static string GetRichtextButtonIconFromInputAction(notnull UAInput pInput, string pLocalizedDescription, int pInputDeviceType = EUAINPUT_DEVICE_CONTROLLER, float pScale = ICON_SCALE_NORMAL, bool pVertical = false)
{
array<string> imageSets = new array<string>();
array<string> iconNames = new array<string>();
InputUtils.GetImagesetAndIconFromInputAction(pInput, pInputDeviceType, imageSets, iconNames);
if (imageSets.Count() == 0)
{
return "";
}
string result = string.Format("<image set=\"%1\" name=\"%2\" scale=\"%3\" />", imageSets.Get(0), iconNames.Get(0), pScale);
string divider = " ";
if (pVertical)
{
divider = string.Format("\n%1\n", divider);
}
if (imageSets.Count() > 1)
{
//! first element is already taken
for (int i = 1; i < imageSets.Count(); i++)
{
result = string.Format("%1%2<image set=\"%3\" name=\"%4\" scale=\"%5\" />", result, divider, imageSets.Get(i), iconNames.Get(i), pScale);
}
}
return string.Format("%1 %2", result, pLocalizedDescription);
}
static string GetRichtextButtonIconFromInputAction(string pInputAction, string pLocalizedDescription, int pInputDeviceType = EUAINPUT_DEVICE_CONTROLLER, float pScale = ICON_SCALE_NORMAL, bool pVertical = false)
{
UAInput inp = GetUApi().GetInputByName(pInputAction);
array<string> imageSets = new array<string>();
array<string> iconNames = new array<string>();
InputUtils.GetImagesetAndIconFromInputAction(inp, pInputDeviceType, imageSets, iconNames);
return InputUtils.GetRichtextButtonIconFromInputAction(inp, pLocalizedDescription, pInputDeviceType, pScale, pVertical);
}
static void UpdateConsolePresetID()
{
string profile_name;
GetGame().GetInput().GetProfileName(GetUApi().PresetCurrent(), profile_name);
if (profile_name == PRESET_OLD)
{
m_CurrentPresetIDConsole = VARIANT_OLD;
}
else
{
m_CurrentPresetIDConsole = VARIANT_NEW;
}
}
static int GetConsolePresetID()
{
return m_CurrentPresetIDConsole;
}
static map<int, ref array<int>> GetInputActionSortingMap()
{
return m_InputActionSortingMap;
}
static array<int> GetUnsortedInputActions()
{
return m_UnsortedInputActions;
}
static bool InitInputMetadata()
{
if (!m_InputActionSortingMap)
{
m_InputActionSortingMap = new map<int, ref array<int>>;
TIntArray sorted_actions = new TIntArray;
if (!m_UnsortedInputActions)
{
m_UnsortedInputActions = new array<int>;
}
GetUApi().GetActiveInputs(m_UnsortedInputActions);
UAInput inp;
for (int i = 0; i < GetUApi().SortingCount(); i++)
{
int input_id;
array<int> sorting_content = new array<int>;
for (int j = 0; j < m_UnsortedInputActions.Count(); j++)
{
input_id = m_UnsortedInputActions[j];
inp = GetUApi().GetInputByID(input_id);
if (inp.HasSorting(i))
{
sorting_content.Insert(input_id);
sorted_actions.Insert(input_id);
}
}
if (sorting_content.Count() > 0)
{
sorting_content.Sort();
m_InputActionSortingMap.Insert(i,sorting_content);
}
}
//remove sorted used inputs
int count = sorted_actions.Count();
for (i = 0; i < count; i++)
{
m_UnsortedInputActions.RemoveItem(sorted_actions[i]);
}
return true;
}
return false;
}
}