resolve keyboard shortcuts through one action table instead of a switch
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@@ -95,6 +95,15 @@ public:
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QPoint getBlueprintGhostTile() const;
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void setBlueprintGhostTile(QPoint tile);
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// Whether the ghost under the cursor would hand its settings to the building
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// already there rather than place anything (REQ-UI-BLUEPRINT-TRANSFER). Classifying
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// it needs the factory state, so the caller resolves it and stores the answer here,
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// as with setGhostValidity. Kept here rather than recomputed per reader so the
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// click, the ghost's colour, and the controls panel cannot disagree about what the
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// cursor is over.
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bool isHoveredGhostTransfer() const;
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void setHoveredGhostTransfer(bool transfer);
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// --- deconstruct mode -----------------------------------------------------
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const std::optional<BuildingId>& getDeconstructHoverBuildingId() const;
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void setDeconstructHoverBuildingId(std::optional<BuildingId> id);
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@@ -118,6 +127,7 @@ private:
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Blueprint m_blueprint;
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QPoint m_blueprintGhostTile;
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bool m_hoveredGhostIsTransfer = false;
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std::optional<BuildingId> m_deconstructHoverBuildingId;
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};
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