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When a script is configured, override the controls settings so it is used. This means you only need to set one thing in the config to use a script (script_name).
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@ -4,6 +4,7 @@
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#include <atomic>
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#include <vector>
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#include "core/settings.h"
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#include "scripted_input/scripted_buttons.h"
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const int button_count = 15;
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@ -40,6 +41,12 @@ public:
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ScriptedButton* buttons[button_count];
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};
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void ScriptedButtons::OverrideControlsSettings() {
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for (int i = 0; i < button_count; i++) {
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Settings::values.buttons[i] = "engine:scripted,button:" + button_name_to_index[i];
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}
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}
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ScriptedButtons::ScriptedButtons() : scripted_button_list{std::make_shared<ScriptedButtonList>()} {}
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std::unique_ptr<Input::ButtonDevice> ScriptedButtons::Create(const Common::ParamPackage& params) {
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@ -18,6 +18,11 @@ class ScriptedButtonList;
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*/
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class ScriptedButtons final : public Input::Factory<Input::ButtonDevice> {
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public:
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/**
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* Overrides the Settings for buttons so they are controlled by us
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*/
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static void OverrideControlsSettings();
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ScriptedButtons();
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/**
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@ -22,6 +22,8 @@ void Init() {
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void LoadScript(std::string script_name) {
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if (script_name.length() > 0) {
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script_runner.LoadScript(script_name);
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ScriptedButtons::OverrideControlsSettings();
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}
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}
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