resolve keyboard shortcuts through one action table instead of a switch
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164
src/lib/core/ControlAction.h
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164
src/lib/core/ControlAction.h
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#pragma once
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#include <vector>
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#include <Qt>
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#include "BuildModeController.h"
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#include "BuildingType.h"
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// The single statement of what the player can do right now, and which input does it
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// (REQ-UI-CONTROLS-CONTENT, REQ-UI-CONTROLS-ACCURACY).
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//
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// This file declares actions; it never performs them and it never names them. It knows
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// an action's bindings and the situations in which it does something -- nothing about
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// the simulation, the widgets, the events an action ends up firing, or the words shown
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// to the player. Display text lives in ui/ControlActionText.h, which formats the
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// bindings this hands it, so a badge is derived from the real binding rather than
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// typed beside it.
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//
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// Three readers, all of them consuming this and none of them extending it:
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//
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// * ControlsPanel calls getContextActions()/getAlwaysAvailableActions() and draws them.
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// * InputMapper calls resolveKeyAction() and fires the event the action stands for.
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// * GameWorldView calls resolveMouseAction() and runs the branch it already ran.
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//
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// Two bindings are deliberately absent. Build hotkeys (REQ-UI-HOTKEYS) are advertised
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// on the build buttons instead of in the panel, and InputMapper::getBuildHotkeyLabel
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// already derives their badges from the same table the handler switches on, so they
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// have no drift to fix. F3/F4 are development controls and appear nowhere
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// (REQ-UI-CONTROLS-ACCURACY).
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//
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// When bindings become player-configurable, only the binding tables in the .cpp turn
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// from hard-coded data into loaded data. The actions, the availability rules, the
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// panel, and every handler are unaffected.
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enum class ControlAction
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{
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None, // no action is bound to the queried input in the queried context
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// Always available (REQ-UI-CONTROLS-CONTENT).
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Move,
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GameSpeed,
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TogglePause,
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PasteTemporary,
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OpenBlueprints,
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OpenMenu,
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// No build mode active.
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Select,
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SelectArea,
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AddToSelection,
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AddAreaToSelection,
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EnterDeconstruct,
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// No build mode active, with something selected.
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CopyTemporary,
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CreateBlueprint,
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// Builder and blueprint placement mode.
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Place,
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ApplySettings,
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PlaceBeltLine,
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Rotate,
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CancelBeltLine,
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ExitMode,
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// Deconstruct mode.
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ToggleDeconstruct,
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DeconstructArea
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};
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// The mouse gestures that carry a binding. Each is a whole gesture rather than a raw
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// event: a drag is one binding, not a press plus a release, because that is the unit
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// the player and the panel both think in. Which events make up the gesture, and the
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// state it runs on, stay with the widget that owns them.
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enum class MouseBinding
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{
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LeftClick,
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LeftDrag,
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CtrlLeftClick,
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CtrlLeftDrag,
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RightClick
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};
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// Which selection category is held, mirroring REQ-UI-SELECTION-CATEGORIES without
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// depending on SelectionController.
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enum class ControlSelection
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{
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None,
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Buildings,
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FieldObjects
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};
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// Which card the panel is showing (REQ-UI-CONTROLS-CONTENT). Named rather than
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// spelled, so the heading text stays a presentation concern.
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enum class ControlContextKind
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{
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General,
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Selection,
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Build,
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Blueprint,
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Deconstruct
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};
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// Everything the availability rules are allowed to depend on, as a plain snapshot.
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//
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// Taking a snapshot rather than references to the live controllers is what keeps this
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// testable without a world, and it is what stops an action from reaching into the
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// simulation: if a rule needs a fact, the fact is named here and the caller supplies it.
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struct ControlContext
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{
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BuildMode mode = BuildMode::None;
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BuildingType builderType = BuildingType::Belt; // while mode == Builder
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bool draggingBelt = false;
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// A single-building blueprint whose ghost is over a configuration-transfer target,
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// so clicking hands over settings rather than placing (REQ-UI-BLUEPRINT-TRANSFER).
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bool hoveredGhostIsTransfer = false;
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ControlSelection selection = ControlSelection::None;
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int selectionCount = 0;
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// At least one selected building is player-placeable, the condition under which
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// C and Ctrl+C do anything (REQ-UI-HOTKEYS).
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bool placeableBuildingSelected = false;
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bool temporaryBlueprintExists = false;
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};
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// One input an action answers to, in structured form so the badge can be rendered from
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// it. `modifiers` is what the badge shows; matching is looser than equality, see
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// resolveKeyAction.
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struct ControlBinding
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{
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bool isMouse = false;
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MouseBinding mouse = MouseBinding::LeftClick;
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int key = 0; // Qt::Key_*, when !isMouse
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Qt::KeyboardModifiers modifiers = Qt::NoModifier;
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};
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// True when triggering the action in this context would do what its label says. The
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// panel shows exactly the available actions, and the resolvers return only available
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// ones, which is REQ-UI-CONTROLS-ACCURACY expressed as one function.
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bool isControlActionAvailable(ControlAction action, const ControlContext& context);
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// The inputs an action answers to, in the order the panel should badge them.
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// Context-dependent because a binding can be taken over: while a belt drag is in
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// progress the right mouse button cancels the drag, so ExitMode is left with its key
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// binding alone (REQ-BLD-BELT-DRAG).
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std::vector<ControlBinding> getControlActionBindings(ControlAction action,
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const ControlContext& context);
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// Which card is showing, and the rows it holds -- the context's own, then the block
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// available everywhere (REQ-UI-CONTROLS-CARD). Both lists are already filtered to the
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// available actions and ordered as REQ-UI-CONTROLS-CONTENT lists them.
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ControlContextKind getControlContextKind(const ControlContext& context);
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std::vector<ControlAction> getContextActions(const ControlContext& context);
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std::vector<ControlAction> getAlwaysAvailableActions(const ControlContext& context);
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// The action a key press or a mouse gesture triggers here, or None when the input is
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// unbound in this context. Both return only actions that are available, so a caller can
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// act on the result without re-checking the situation.
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//
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// Rotation direction is not part of the action: R and Shift+R are one Rotate, and the
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// caller reads the modifier for the direction, exactly as the digit of a build hotkey
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// is read from the key. An action with a parameter keeps the parameter at the handler.
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ControlAction resolveKeyAction(int key, Qt::KeyboardModifiers modifiers,
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const ControlContext& context);
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ControlAction resolveMouseAction(MouseBinding binding, const ControlContext& context);
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