parent
ecda498cac
commit
daef0f1e4e
@ -1,22 +0,0 @@
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#ingame_HUD_MassSelector {
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position: absolute;
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@include S(top, 50px);
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left: 50%;
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transform: translateX(-50%);
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background: $ingameHudBg;
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@include S(padding, 6px, 10px);
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@include SuperSmallText;
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color: #fff;
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// color: #f77;
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.keybinding {
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vertical-align: middle;
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@include S(margin, 0, 1px);
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position: relative;
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top: unset;
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left: unset;
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right: unset;
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bottom: unset;
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@include S(margin-top, -2px);
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}
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}
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@ -1,123 +1,309 @@
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import { makeDiv } from "../../../core/utils";
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import { T } from "../../../translations";
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import { getStringForKeyCode, KEYMAPPINGS } from "../../key_action_mapper";
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import {
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getStringForKeyCode,
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KEYCODE_LMB,
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KEYCODE_MMB,
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KEYCODE_RMB,
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KEYMAPPINGS,
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} from "../../key_action_mapper";
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import { BaseHUDPart } from "../base_hud_part";
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import { TrackedState } from "../../../core/tracked_state";
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import { MetaBuilding } from "../../meta_building";
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import { DynamicDomAttach } from "../dynamic_dom_attach";
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const DIVIDER_TOKEN = "/";
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const ADDER_TOKEN = "+";
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/**
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* @typedef {{ keyCode: number }} KeyCode
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*/
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/**
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* @typedef {{
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* condition: () => boolean,
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* keys: Array<KeyCode|number|string>,
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* label: string,
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* cachedElement?: HTMLElement,
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* cachedVisibility?: boolean
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* }} KeyBinding
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*/
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export class HUDKeybindingOverlay extends BaseHUDPart {
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initialize() {
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this.root.hud.signals.selectedPlacementBuildingChanged.add(
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this.onSelectedBuildingForPlacementChanged,
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this
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);
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initialize() {}
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this.trackedMapOverviewActive = new TrackedState(this.applyCssClasses, this);
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/**
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* HELPER / Returns if there is a building selected for placement
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* @returns {boolean}
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*/
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get buildingPlacementActive() {
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const placer = this.root.hud.parts.buildingPlacer;
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return !this.mapOverviewActive && placer && !!placer.currentMetaBuilding.get();
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}
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createElements(parent) {
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const mapper = this.root.keyMapper;
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const getKeycode = id => {
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return getStringForKeyCode(mapper.getBinding(id).keyCode);
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};
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this.element = makeDiv(
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parent,
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"ingame_HUD_KeybindingOverlay",
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[],
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`
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<div class="binding">
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<code class="keybinding leftMouse noPlacementOnly"></code><i class="noPlacementOnly"></i>
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<code class="keybinding">${getKeycode(KEYMAPPINGS.navigation.mapMoveUp)}</code>
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<code class="keybinding">${getKeycode(KEYMAPPINGS.navigation.mapMoveLeft)}</code>
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<code class="keybinding">${getKeycode(KEYMAPPINGS.navigation.mapMoveDown)}</code>
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<code class="keybinding">${getKeycode(KEYMAPPINGS.navigation.mapMoveRight)}</code>
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<label>${T.ingame.keybindingsOverlay.moveMap}</label>
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</div>
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<div class="binding noPlacementOnly noOverviewOnly">
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<code class="keybinding rightMouse"></code>
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<label>${T.ingame.keybindingsOverlay.delete}</label>
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</div>
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<div class="binding noPlacementOnly overviewOnly">
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<code class="keybinding rightMouse"></code>
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<label>${T.ingame.keybindingsOverlay.createMarker}</label>
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</div>
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<div class="binding noPlacementOnly">
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<code class="keybinding builtinKey">${getKeycode(
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KEYMAPPINGS.massSelect.massSelectStart
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)}</code>+
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<code class="keybinding leftMouse"></code>
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<label>${T.ingame.keybindingsOverlay.selectBuildings}</label>
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</div>
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<div class="binding placementOnly">
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<code class="keybinding leftMouse"></code>
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<label>${T.ingame.keybindingsOverlay.placeBuilding}</label>
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</div>
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<div class="binding placementOnly">
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<code class="keybinding rightMouse"></code><i></i>
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<code class="keybinding">${getKeycode(KEYMAPPINGS.placement.abortBuildingPlacement)}</code>
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<label>${T.ingame.keybindingsOverlay.stopPlacement}</label>
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</div>
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<div class="binding placementOnly">
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<code class="keybinding">${getKeycode(KEYMAPPINGS.placement.rotateWhilePlacing)}</code>
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<label>${T.ingame.keybindingsOverlay.rotateBuilding}</label>
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</div>
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` +
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(this.root.app.settings.getAllSettings().alwaysMultiplace
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? ""
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: `
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<div class="binding placementOnly noDirectionLock">
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<code class="keybinding builtinKey shift">${getKeycode(
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KEYMAPPINGS.placementModifiers.placeMultiple
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)}</code>
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<label>${T.ingame.keybindingsOverlay.placeMultiple}</label>
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</div>`) +
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`
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<div class="binding placementOnly directionLock">
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<code class="keybinding builtinKey shift">${getKeycode(
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KEYMAPPINGS.placementModifiers.lockBeltDirection
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)}</code>
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<label>${T.ingame.keybindingsOverlay.lockBeltDirection}</label>
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</div>
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<div class="binding placementOnly directionLock">
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<code class="keybinding">${getKeycode(KEYMAPPINGS.placement.switchDirectionLockSide)}</code>
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<label>${T.ingame.keybindingsOverlay.plannerSwitchSide}</label>
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</div>
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`
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/**
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* HELPER / Returns if there is a building selected for placement and
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* it supports the belt planner
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* @returns {boolean}
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*/
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get buildingPlacementBeltPlanner() {
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const placer = this.root.hud.parts.buildingPlacer;
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return (
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!this.mapOverviewActive &&
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placer &&
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placer.currentMetaBuilding.get() &&
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placer.currentMetaBuilding.get().getHasDirectionLockAvailable()
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);
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}
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/**
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*
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* @param {MetaBuilding} selectedMetaBuilding
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* HELPER / Returns if there is a building selected for placement and
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* it has multiplace enabled by default
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* @returns {boolean}
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*/
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onSelectedBuildingForPlacementChanged(selectedMetaBuilding) {
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this.element.classList.toggle("placementActive", !!selectedMetaBuilding);
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this.element.classList.toggle(
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"hasDirectionLock",
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selectedMetaBuilding && selectedMetaBuilding.getHasDirectionLockAvailable()
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get buildingPlacementStaysInPlacement() {
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const placer = this.root.hud.parts.buildingPlacer;
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return (
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!this.mapOverviewActive &&
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placer &&
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placer.currentMetaBuilding.get() &&
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placer.currentMetaBuilding.get().getStayInPlacementMode()
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);
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}
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applyCssClasses() {
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this.element.classList.toggle("mapOverviewActive", this.root.camera.getIsMapOverlayActive());
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/**
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* HELPER / Returns if there is a blueprint selected for placement
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* @returns {boolean}
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*/
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get blueprintPlacementActive() {
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const placer = this.root.hud.parts.blueprintPlacer;
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return placer && !!placer.currentBlueprint.get();
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}
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/**
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* HELPER / Returns if the belt planner is currently active
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* @returns {boolean}
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*/
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get beltPlannerActive() {
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const placer = this.root.hud.parts.buildingPlacer;
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return !this.mapOverviewActive && placer && placer.isDirectionLockActive;
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}
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/**
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* HELPER / Returns if there is a last blueprint available
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* @returns {boolean}
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*/
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get lastBlueprintAvailable() {
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const placer = this.root.hud.parts.blueprintPlacer;
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return placer && !!placer.lastBlueprintUsed;
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}
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/**
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* HELPER / Returns if there is anything selected on the map
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* @returns {boolean}
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*/
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get anythingSelectedOnMap() {
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const selector = this.root.hud.parts.massSelector;
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return selector && selector.selectedUids.size > 0;
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}
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/**
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* HELPER / Returns if there is a building or blueprint selected for placement
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* @returns {boolean}
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*/
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get anyPlacementActive() {
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return this.buildingPlacementActive || this.blueprintPlacementActive;
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}
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/**
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* HELPER / Returns if the map overview is active
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* @returns {boolean}
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*/
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get mapOverviewActive() {
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return this.root.camera.getIsMapOverlayActive();
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}
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/**
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* Initializes the element
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* @param {HTMLElement} parent
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*/
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createElements(parent) {
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const mapper = this.root.keyMapper;
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const k = KEYMAPPINGS;
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/** @type {Array<KeyBinding>} */
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this.keybindings = [
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{
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// Move map - Including mouse
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label: T.ingame.keybindingsOverlay.moveMap,
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keys: [
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KEYCODE_LMB,
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DIVIDER_TOKEN,
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k.navigation.mapMoveUp,
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k.navigation.mapMoveLeft,
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k.navigation.mapMoveDown,
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k.navigation.mapMoveRight,
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],
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condition: () => !this.anyPlacementActive,
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},
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{
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// Move map - No mouse
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label: T.ingame.keybindingsOverlay.moveMap,
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keys: [
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k.navigation.mapMoveUp,
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k.navigation.mapMoveLeft,
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k.navigation.mapMoveDown,
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k.navigation.mapMoveRight,
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],
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condition: () => this.anyPlacementActive,
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},
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{
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// [OVERVIEW] Create marker with right click
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label: T.ingame.keybindingsOverlay.createMarker,
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keys: [KEYCODE_RMB],
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condition: () => this.mapOverviewActive && !this.blueprintPlacementActive,
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},
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{
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// Cancel placement
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label: T.ingame.keybindingsOverlay.stopPlacement,
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keys: [KEYCODE_RMB, DIVIDER_TOKEN, k.placement.abortBuildingPlacement],
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condition: () => this.anyPlacementActive,
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},
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{
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// Delete with right click
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label: T.ingame.keybindingsOverlay.delete,
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keys: [KEYCODE_RMB],
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condition: () =>
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!this.anyPlacementActive && !this.mapOverviewActive && !this.anythingSelectedOnMap,
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},
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{
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// Area select
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label: T.ingame.keybindingsOverlay.selectBuildings,
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keys: [k.massSelect.massSelectStart, ADDER_TOKEN, KEYCODE_LMB],
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condition: () => !this.anyPlacementActive && !this.anythingSelectedOnMap,
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},
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{
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// Place building
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label: T.ingame.keybindingsOverlay.placeBuilding,
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keys: [KEYCODE_LMB],
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condition: () => this.anyPlacementActive,
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},
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{
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// Rotate
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label: T.ingame.keybindingsOverlay.rotateBuilding,
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keys: [k.placement.rotateWhilePlacing],
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condition: () => this.anyPlacementActive && !this.beltPlannerActive,
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},
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{
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// [BELT PLANNER] Flip Side
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label: T.ingame.keybindingsOverlay.plannerSwitchSide,
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keys: [k.placement.switchDirectionLockSide],
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condition: () => this.beltPlannerActive,
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},
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{
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// Place last blueprint
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label: T.ingame.keybindingsOverlay.pasteLastBlueprint,
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keys: [k.massSelect.pasteLastBlueprint],
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condition: () => !this.blueprintPlacementActive && this.lastBlueprintAvailable,
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},
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{
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// Belt planner
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label: T.ingame.keybindingsOverlay.lockBeltDirection,
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keys: [k.placementModifiers.lockBeltDirection],
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condition: () => this.buildingPlacementActive && !this.beltPlannerActive,
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},
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{
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// [SELECTION] Destroy
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label: T.ingame.keybindingsOverlay.delete,
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keys: [k.massSelect.confirmMassDelete],
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condition: () => this.anythingSelectedOnMap,
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},
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{
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// [SELECTION] Cancel
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label: T.ingame.keybindingsOverlay.clearSelection,
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keys: [k.general.back],
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condition: () => this.anythingSelectedOnMap,
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},
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{
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// [SELECTION] Cut
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label: T.ingame.keybindingsOverlay.cutSelection,
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keys: [k.massSelect.massSelectCut],
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condition: () => this.anythingSelectedOnMap,
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},
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{
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// [SELECTION] Copy
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label: T.ingame.keybindingsOverlay.copySelection,
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keys: [k.massSelect.massSelectCopy],
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condition: () => this.anythingSelectedOnMap,
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},
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];
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if (!this.root.app.settings.getAllSettings().alwaysMultiplace) {
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this.keybindings.push({
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// Multiplace
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label: T.ingame.keybindingsOverlay.placeMultiple,
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keys: [k.placementModifiers.placeMultiple],
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condition: () => this.anyPlacementActive && !this.buildingPlacementStaysInPlacement,
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});
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}
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this.element = makeDiv(parent, "ingame_HUD_KeybindingOverlay", []);
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for (let i = 0; i < this.keybindings.length; ++i) {
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let html = "";
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const handle = this.keybindings[i];
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for (let k = 0; k < handle.keys.length; ++k) {
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const key = handle.keys[k];
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switch (key) {
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case KEYCODE_LMB:
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html += `<code class="keybinding leftMouse"></code>`;
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break;
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case KEYCODE_RMB:
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html += `<code class="keybinding rightMouse"></code>`;
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break;
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case KEYCODE_MMB:
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html += `<code class="keybinding middleMouse"></code>`;
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break;
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case DIVIDER_TOKEN:
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html += `<i></i>`;
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break;
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case ADDER_TOKEN:
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html += `+`;
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break;
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default:
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html += `<code class="keybinding">${getStringForKeyCode(
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mapper.getBinding(/** @type {KeyCode} */ (key)).keyCode
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)}</code>`;
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}
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}
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html += `<label>${handle.label}</label>`;
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handle.cachedElement = makeDiv(this.element, null, ["binding"], html);
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handle.cachedVisibility = false;
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}
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}
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update() {
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this.trackedMapOverviewActive.set(this.root.camera.getIsMapOverlayActive());
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for (let i = 0; i < this.keybindings.length; ++i) {
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const handle = this.keybindings[i];
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const visibility = handle.condition();
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if (visibility !== handle.cachedVisibility) {
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handle.cachedVisibility = visibility;
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handle.cachedElement.classList.toggle("visible", visibility);
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}
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}
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}
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}
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Loading…
Reference in new issue