The gameplay settings menu kinda works (only for luacsforbarotrauma).
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using System;
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using System.Globalization;
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using System.Linq;
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using System.Xml.Linq;
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using Barotrauma.LuaCs.Data;
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using Microsoft.Xna.Framework.Input;
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using OneOf;
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namespace Barotrauma.LuaCs.Data;
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public class SettingControl : SettingBase, ISettingControl
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{
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public SettingControl(IConfigInfo configInfo) : base(configInfo)
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{
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}
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protected override void OnDispose()
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{
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OnValueChanged = null;
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}
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public override Type GetValueType() => typeof(KeyOrMouse);
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public override string GetStringValue() => Value.ToString();
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public override string GetDefaultStringValue() => new KeyOrMouse(Keys.NumLock).ToString();
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public override bool TrySetValue(OneOf<string, XElement> value)
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{
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var newVal = value.Match<KeyOrMouse>(
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(string v) => GetKeyOrMouse(v),
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(XElement e) => e.GetAttributeKeyOrMouse("Value", null));
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if (newVal is null)
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{
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return false;
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}
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Value = newVal;
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OnValueChanged?.Invoke(this);
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return true;
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KeyOrMouse GetKeyOrMouse(string strValue)
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{
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strValue ??= string.Empty;
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if (Enum.TryParse(strValue, true, out Microsoft.Xna.Framework.Input.Keys key))
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{
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return key;
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}
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else if (Enum.TryParse(strValue, out MouseButton mouseButton))
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{
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return mouseButton;
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}
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else if (int.TryParse(strValue, NumberStyles.Any, CultureInfo.InvariantCulture, out int mouseButtonInt) &&
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Enum.GetValues<MouseButton>().Contains((MouseButton)mouseButtonInt))
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{
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return (MouseButton)mouseButtonInt;
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}
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else if (string.Equals(strValue, "LeftMouse", StringComparison.OrdinalIgnoreCase))
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{
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return !PlayerInput.MouseButtonsSwapped() ? MouseButton.PrimaryMouse : MouseButton.SecondaryMouse;
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}
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else if (string.Equals(strValue, "RightMouse", StringComparison.OrdinalIgnoreCase))
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{
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return !PlayerInput.MouseButtonsSwapped() ? MouseButton.SecondaryMouse : MouseButton.PrimaryMouse;
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}
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return null;
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}
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}
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public override event Action<ISettingBase> OnValueChanged;
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public override OneOf<string, XElement> GetSerializableValue() => Value.ToString();
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public KeyOrMouse Value { get; private set; } = new KeyOrMouse(Keys.NumLock);
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public bool TrySetValue(KeyOrMouse value)
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{
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Value = value;
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OnValueChanged?.Invoke(this);
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return true;
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}
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public bool IsDown()
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{
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if (this.Value is null)
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return false;
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switch (this.Value.MouseButton)
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{
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case MouseButton.None:
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return Barotrauma.PlayerInput.KeyDown(this.Value.Key);
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case MouseButton.PrimaryMouse:
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return Barotrauma.PlayerInput.PrimaryMouseButtonHeld();
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case MouseButton.SecondaryMouse:
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return Barotrauma.PlayerInput.SecondaryMouseButtonHeld();
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case MouseButton.MiddleMouse:
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return Barotrauma.PlayerInput.MidButtonHeld();
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case MouseButton.MouseButton4:
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return Barotrauma.PlayerInput.Mouse4ButtonHeld();
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case MouseButton.MouseButton5:
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return Barotrauma.PlayerInput.Mouse5ButtonHeld();
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case MouseButton.MouseWheelUp:
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return Barotrauma.PlayerInput.MouseWheelUpClicked();
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case MouseButton.MouseWheelDown:
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return Barotrauma.PlayerInput.MouseWheelDownClicked();
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}
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return false;
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}
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public bool IsHit()
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{
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if (this.Value is null)
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return false;
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switch (this.Value.MouseButton)
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{
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case MouseButton.None:
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return Barotrauma.PlayerInput.KeyHit(this.Value.Key);
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case MouseButton.PrimaryMouse:
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return Barotrauma.PlayerInput.PrimaryMouseButtonClicked();
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case MouseButton.SecondaryMouse:
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return Barotrauma.PlayerInput.SecondaryMouseButtonClicked();
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case MouseButton.MiddleMouse:
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return Barotrauma.PlayerInput.MidButtonClicked();
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case MouseButton.MouseButton4:
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return Barotrauma.PlayerInput.Mouse4ButtonClicked();
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case MouseButton.MouseButton5:
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return Barotrauma.PlayerInput.Mouse5ButtonClicked();
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case MouseButton.MouseWheelUp:
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return Barotrauma.PlayerInput.MouseWheelUpClicked();
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case MouseButton.MouseWheelDown:
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return Barotrauma.PlayerInput.MouseWheelDownClicked();
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}
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return false;
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}
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}
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