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| 1 | +// This library is based on the work done by 20kdc in his RaptureUI mod: |
| 2 | +// https://github.com/20kdc/decrossfuscator/blob/b5c4250aade5bf8d41b12ec7c346d49ba107b2a9/mods/raptureui/keybinding.js |
| 3 | +// |
| 4 | +// This mod is needed basically because the developers use a local variable |
| 5 | +// (named `KEY_OPTION_MAP` in 0.7.0) which contains an object that maps strings |
| 6 | +// (obtained from the keys of the `sc.OPTIONS_DEFINITION`) without the `keys-` |
| 7 | +// prefix to the same strings with the said prefix. Why would they do that? |
| 8 | +// Hell if I know! Could they implement key rebinding without this conversion |
| 9 | +// table? Absolutely. In fact, this is precisely what I've done here. I copied |
| 10 | +// the original implementations, but removed references to `KEY_OPTION_MAP` and |
| 11 | +// rewrote the functions accordingly. |
| 12 | +// |
| 13 | +// Unfortunately there is no way to cunningly inject something to leak a |
| 14 | +// reference to that variable, so I had to copy copyrighted code, which |
| 15 | +// definitely not the best solution, but compared to another variant it gives |
| 16 | +// much more flexibility. The other way to accomplish rebinding of modded input |
| 17 | +// keys is to define a setter for `OPTIONS_DEFINITION` sometime in postload |
| 18 | +// because the module `game.feature.model.options-model`, which populates |
| 19 | +// `KEY_OPTION_MAP` and contains definitions of (unsurprisingly) |
| 20 | +// `sc.OptionModel`, `sc.KeyBinder` and so on, transitively depends on |
| 21 | +// `dom.ready`, therefore by the time of `postload` it wouldn't have been |
| 22 | +// executed. This can be done with the following snippet: |
| 23 | +// |
| 24 | +// ```javascript |
| 25 | +// Object.defineProperty(sc, 'OPTIONS_DEFINITION', { |
| 26 | +// configurable: true, |
| 27 | +// get() { |
| 28 | +// return undefined; |
| 29 | +// }, |
| 30 | +// set(value) { |
| 31 | +// addCustomOptionsTo(sc.OPTIONS_DEFINITION); |
| 32 | +// delete sc.OPTIONS_DEFINITION; |
| 33 | +// sc.OPTIONS_DEFINITION = value; |
| 34 | +// }, |
| 35 | +// }); |
| 36 | +// ``` |
| 37 | +// |
| 38 | +// This is a viable approach, however, 20kdc expressed concerns about this |
| 39 | +// killing JIT and as I said above I traded the flexibility for not copying |
| 40 | +// original code, so there. |
| 41 | +// |
| 42 | +// Another point I'd like to bring up is that the original implementation is |
| 43 | +// broken and contains bugs. For example, it is possible to unbind primary keys |
| 44 | +// (contrary to what UI in `sc.KeyBinderGui` implies): if you want to unbind |
| 45 | +// key K1 of binding B1, you simply have to unbind alternative key K2 of the |
| 46 | +// binding B2 and bind K1 to that. _I could fix that_. But, this is a library |
| 47 | +// mod, and fixing that felt intrusive in the context of a library. So, apart |
| 48 | +// from necessary edits, very minor refactors and code deduplications I didn't |
| 49 | +// change anything significant. |
| 50 | + |
| 51 | +ig.module('input-api') |
| 52 | + .requires('game.feature.model.options-model') |
| 53 | + .defines(() => { |
| 54 | + // `sc.KEY_BLACK_LIST` contains keys which cannot be bound using graphical |
| 55 | + // interface (i.e. `sc.KeyBinderGui`). Really it contains functional keys |
| 56 | + // F1-F12 and the control key. The reason for blacklisting functional keys |
| 57 | + // is explainable - they are already internally used for the following |
| 58 | + // actions: |
| 59 | + // |
| 60 | + // - [F7 ] opening the typo editor |
| 61 | + // - [F8 ] taking screenshots (which can't be saved, trololo) |
| 62 | + // - [F10] importing/exporting savestrings |
| 63 | + // - [F11] switching to the fullscreen mode |
| 64 | + // |
| 65 | + // Unfortunately it is not clear to me what did control forget there. The |
| 66 | + // jetpack mod makes use of it, so I remove it from the blacklist here. |
| 67 | + delete sc.KEY_BLACK_LIST[ig.KEY.CTRL]; |
| 68 | + |
| 69 | + sc.KeyBinder.inject({ |
| 70 | + // the loop which populates `KEY_OPTION_MAP` was moved directly here |
| 71 | + initBindings() { |
| 72 | + for (let optionId in sc.OPTIONS_DEFINITION) { |
| 73 | + let optionDef = sc.OPTIONS_DEFINITION[optionId]; |
| 74 | + if (optionDef.type !== 'CONTROLS' || !optionId.startsWith('keys-')) { |
| 75 | + continue; |
| 76 | + } |
| 77 | + |
| 78 | + let action = optionId.slice(5); |
| 79 | + let { key1, key2 } = sc.options.values[optionId]; |
| 80 | + if (key1 != null) { |
| 81 | + ig.input.bind(key1, action); |
| 82 | + sc.fontsystem.changeKeyCodeIcon(action, key1); |
| 83 | + } |
| 84 | + if (key2 != null) { |
| 85 | + ig.input.bind(key2, action); |
| 86 | + } |
| 87 | + } |
| 88 | + |
| 89 | + this.updateGamepadIcons(); |
| 90 | + }, |
| 91 | + |
| 92 | + changeBinding(optionId, key, isAlternative, unbind) { |
| 93 | + let optionValue = sc.options.values[optionId]; |
| 94 | + sc.options.hasChanged = true; |
| 95 | + |
| 96 | + // this assignment accessed `KEY_OPTION_MAP` to get the option value |
| 97 | + // instead of directly reusing a variable directly |
| 98 | + let oldKey = isAlternative ? optionValue.key2 : optionValue.key1; |
| 99 | + // this condition seems to handle situations when `oldKey` is |
| 100 | + // `undefined` or `null` correctly as well |
| 101 | + if (ig.input.bindings[oldKey] != null) ig.input.unbind(oldKey); |
| 102 | + |
| 103 | + if (isAlternative && unbind) { |
| 104 | + optionValue.key2 = undefined; |
| 105 | + return; |
| 106 | + } |
| 107 | + |
| 108 | + let action = optionId.slice(5); |
| 109 | + let conflictingAction = ig.input.bindings[key]; |
| 110 | + |
| 111 | + ig.input.bind(key, action); |
| 112 | + sc.fontsystem.changeKeyCodeIcon(action, key); |
| 113 | + |
| 114 | + if (conflictingAction != null) { |
| 115 | + // this assignment used to access `KEY_OPTION_MAP` to get the option |
| 116 | + // ID of the conflicting action |
| 117 | + let conflictingOption = |
| 118 | + sc.options.values[`keys-${conflictingAction}`]; |
| 119 | + |
| 120 | + if (conflictingOption.key1 === key) { |
| 121 | + conflictingOption.key1 = oldKey; |
| 122 | + } else if (conflictingOption.key2 === key) { |
| 123 | + conflictingOption.key2 = oldKey; |
| 124 | + } else { |
| 125 | + // this error message isn't present in the original code, I got this |
| 126 | + // idea from 20kdc's implementation |
| 127 | + console.error( |
| 128 | + 'input-api: unable to find the conflicting key binding. report ASAP!', |
| 129 | + ); |
| 130 | + } |
| 131 | + |
| 132 | + ig.input.bind(oldKey, conflictingAction); |
| 133 | + sc.fontsystem.changeKeyCodeIcon(conflictingAction, oldKey); |
| 134 | + sc.options.dispatchKeySwappedEvent(); |
| 135 | + } |
| 136 | + |
| 137 | + if (isAlternative) optionValue.key2 = key; |
| 138 | + else optionValue.key1 = key; |
| 139 | + }, |
| 140 | + }); |
| 141 | + }); |
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