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Refactor actions order setup
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parent
a6514e7740
commit
41beca8125
1 changed files with 102 additions and 126 deletions
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@ -417,57 +417,89 @@ namespace MWInput
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std::string BindingsManager::getActionDescription(int action)
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{
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std::map<int, std::string> descriptions;
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if (action == A_Screenshot)
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return "Screenshot";
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else if (action == A_ZoomIn)
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return "Zoom In";
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else if (action == A_ZoomOut)
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return "Zoom Out";
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else if (action == A_ToggleHUD)
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return "Toggle HUD";
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descriptions[A_Use] = "sUse";
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descriptions[A_Activate] = "sActivate";
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descriptions[A_MoveBackward] = "sBack";
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descriptions[A_MoveForward] = "sForward";
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descriptions[A_MoveLeft] = "sLeft";
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descriptions[A_MoveRight] = "sRight";
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descriptions[A_ToggleWeapon] = "sReady_Weapon";
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descriptions[A_ToggleSpell] = "sReady_Magic";
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descriptions[A_CycleSpellLeft] = "sPrevSpell";
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descriptions[A_CycleSpellRight] = "sNextSpell";
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descriptions[A_CycleWeaponLeft] = "sPrevWeapon";
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descriptions[A_CycleWeaponRight] = "sNextWeapon";
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descriptions[A_Console] = "sConsoleTitle";
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descriptions[A_Run] = "sRun";
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descriptions[A_Sneak] = "sCrouch_Sneak";
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descriptions[A_AutoMove] = "sAuto_Run";
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descriptions[A_Jump] = "sJump";
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descriptions[A_Journal] = "sJournal";
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descriptions[A_Rest] = "sRestKey";
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descriptions[A_Inventory] = "sInventory";
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descriptions[A_TogglePOV] = "sTogglePOVCmd";
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descriptions[A_QuickKeysMenu] = "sQuickMenu";
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descriptions[A_QuickKey1] = "sQuick1Cmd";
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descriptions[A_QuickKey2] = "sQuick2Cmd";
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descriptions[A_QuickKey3] = "sQuick3Cmd";
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descriptions[A_QuickKey4] = "sQuick4Cmd";
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descriptions[A_QuickKey5] = "sQuick5Cmd";
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descriptions[A_QuickKey6] = "sQuick6Cmd";
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descriptions[A_QuickKey7] = "sQuick7Cmd";
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descriptions[A_QuickKey8] = "sQuick8Cmd";
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descriptions[A_QuickKey9] = "sQuick9Cmd";
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descriptions[A_QuickKey10] = "sQuick10Cmd";
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descriptions[A_AlwaysRun] = "sAlways_Run";
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descriptions[A_QuickSave] = "sQuickSaveCmd";
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descriptions[A_QuickLoad] = "sQuickLoadCmd";
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if (descriptions[action].empty())
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return std::string(); // not configurable
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return "#{" + descriptions[action] + "}";
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switch (action)
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{
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case A_Screenshot:
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return "Screenshot";
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case A_ZoomIn:
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return "Zoom In";
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case A_ZoomOut:
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return "Zoom Out";
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case A_ToggleHUD:
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return "Toggle HUD";
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case A_Use:
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return "#{sUse}";
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case A_Activate:
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return "#{sActivate}";
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case A_MoveBackward:
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return "#{sBack}";
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case A_MoveForward:
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return "#{sForward}";
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case A_MoveLeft:
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return "#{sLeft}";
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case A_MoveRight:
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return "#{sRight}";
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case A_ToggleWeapon:
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return "#{sReady_Weapon}";
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case A_ToggleSpell:
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return "#{sReady_Magic}";
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case A_CycleSpellLeft:
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return "#{sPrevSpell}";
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case A_CycleSpellRight:
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return "#{sNextSpell}";
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case A_CycleWeaponLeft:
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return "#{sPrevWeapon}";
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case A_CycleWeaponRight:
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return "#{sNextWeapon}";
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case A_Console:
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return "#{sConsoleTitle}";
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case A_Run:
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return "#{sRun}";
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case A_Sneak:
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return "#{sCrouch_Sneak}";
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case A_AutoMove:
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return "#{sAuto_Run}";
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case A_Jump:
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return "#{sJump}";
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case A_Journal:
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return "#{sJournal}";
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case A_Rest:
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return "#{sRestKey}";
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case A_Inventory:
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return "#{sInventory}";
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case A_TogglePOV:
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return "#{sTogglePOVCmd}";
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case A_QuickKeysMenu:
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return "#{sQuickMenu}";
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case A_QuickKey1:
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return "#{sQuick1Cmd}";
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case A_QuickKey2:
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return "#{sQuick2Cmd}";
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case A_QuickKey3:
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return "#{sQuick3Cmd}";
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case A_QuickKey4:
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return "#{sQuick4Cmd}";
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case A_QuickKey5:
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return "#{sQuick5Cmd}";
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case A_QuickKey6:
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return "#{sQuick6Cmd}";
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case A_QuickKey7:
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return "#{sQuick7Cmd}";
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case A_QuickKey8:
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return "#{sQuick8Cmd}";
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case A_QuickKey9:
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return "#{sQuick9Cmd}";
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case A_QuickKey10:
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return "#{sQuick10Cmd}";
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case A_AlwaysRun:
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return "#{sAlways_Run}";
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case A_QuickSave:
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return "#{sQuickSaveCmd}";
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case A_QuickLoad:
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return "#{sQuickLoadCmd}";
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default:
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return std::string(); // not configurable
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}
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}
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std::string BindingsManager::getActionKeyBindingName(int action)
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@ -519,86 +551,30 @@ namespace MWInput
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std::vector<int> BindingsManager::getActionKeySorting()
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{
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std::vector<int> ret;
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ret.push_back(A_MoveForward);
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ret.push_back(A_MoveBackward);
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ret.push_back(A_MoveLeft);
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ret.push_back(A_MoveRight);
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ret.push_back(A_TogglePOV);
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ret.push_back(A_ZoomIn);
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ret.push_back(A_ZoomOut);
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ret.push_back(A_Run);
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ret.push_back(A_AlwaysRun);
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ret.push_back(A_Sneak);
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ret.push_back(A_Activate);
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ret.push_back(A_Use);
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ret.push_back(A_ToggleWeapon);
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ret.push_back(A_ToggleSpell);
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ret.push_back(A_CycleSpellLeft);
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ret.push_back(A_CycleSpellRight);
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ret.push_back(A_CycleWeaponLeft);
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ret.push_back(A_CycleWeaponRight);
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ret.push_back(A_AutoMove);
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ret.push_back(A_Jump);
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ret.push_back(A_Inventory);
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ret.push_back(A_Journal);
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ret.push_back(A_Rest);
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ret.push_back(A_Console);
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ret.push_back(A_QuickSave);
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ret.push_back(A_QuickLoad);
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ret.push_back(A_ToggleHUD);
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ret.push_back(A_Screenshot);
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ret.push_back(A_QuickKeysMenu);
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ret.push_back(A_QuickKey1);
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ret.push_back(A_QuickKey2);
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ret.push_back(A_QuickKey3);
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ret.push_back(A_QuickKey4);
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ret.push_back(A_QuickKey5);
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ret.push_back(A_QuickKey6);
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ret.push_back(A_QuickKey7);
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ret.push_back(A_QuickKey8);
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ret.push_back(A_QuickKey9);
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ret.push_back(A_QuickKey10);
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static const std::vector<int> actions
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{
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A_MoveForward, A_MoveBackward, A_MoveLeft, A_MoveRight, A_TogglePOV, A_ZoomIn, A_ZoomOut,
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A_Run, A_AlwaysRun, A_Sneak, A_Activate, A_Use, A_ToggleWeapon, A_ToggleSpell,
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A_CycleSpellLeft, A_CycleSpellRight, A_CycleWeaponLeft, A_CycleWeaponRight, A_AutoMove,
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A_Jump, A_Inventory, A_Journal, A_Rest, A_Console, A_QuickSave, A_QuickLoad,
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A_ToggleHUD, A_Screenshot, A_QuickKeysMenu, A_QuickKey1, A_QuickKey2, A_QuickKey3,
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A_QuickKey4, A_QuickKey5, A_QuickKey6, A_QuickKey7, A_QuickKey8, A_QuickKey9, A_QuickKey10
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};
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return ret;
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return actions;
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}
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std::vector<int> BindingsManager::getActionControllerSorting()
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{
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std::vector<int> ret;
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ret.push_back(A_TogglePOV);
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ret.push_back(A_ZoomIn);
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ret.push_back(A_ZoomOut);
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ret.push_back(A_Sneak);
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ret.push_back(A_Activate);
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ret.push_back(A_Use);
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ret.push_back(A_ToggleWeapon);
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ret.push_back(A_ToggleSpell);
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ret.push_back(A_AutoMove);
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ret.push_back(A_Jump);
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ret.push_back(A_Inventory);
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ret.push_back(A_Journal);
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ret.push_back(A_Rest);
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ret.push_back(A_QuickSave);
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ret.push_back(A_QuickLoad);
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ret.push_back(A_ToggleHUD);
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ret.push_back(A_Screenshot);
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ret.push_back(A_QuickKeysMenu);
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ret.push_back(A_QuickKey1);
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ret.push_back(A_QuickKey2);
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ret.push_back(A_QuickKey3);
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ret.push_back(A_QuickKey4);
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ret.push_back(A_QuickKey5);
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ret.push_back(A_QuickKey6);
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ret.push_back(A_QuickKey7);
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ret.push_back(A_QuickKey8);
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ret.push_back(A_QuickKey9);
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ret.push_back(A_QuickKey10);
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ret.push_back(A_CycleSpellLeft);
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ret.push_back(A_CycleSpellRight);
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ret.push_back(A_CycleWeaponLeft);
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ret.push_back(A_CycleWeaponRight);
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static const std::vector<int> actions
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{
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A_TogglePOV, A_ZoomIn, A_ZoomOut, A_Sneak, A_Activate, A_Use, A_ToggleWeapon, A_ToggleSpell,
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A_AutoMove, A_Jump, A_Inventory, A_Journal, A_Rest, A_QuickSave, A_QuickLoad, A_ToggleHUD,
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A_Screenshot, A_QuickKeysMenu, A_QuickKey1, A_QuickKey2, A_QuickKey3, A_QuickKey4,
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A_QuickKey5, A_QuickKey6, A_QuickKey7, A_QuickKey8, A_QuickKey9, A_QuickKey10,
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A_CycleSpellLeft, A_CycleSpellRight, A_CycleWeaponLeft, A_CycleWeaponRight
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};
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return ret;
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return actions;
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}
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void BindingsManager::enableDetectingBindingMode(int action, bool keyboard)
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