record that additive selection is offered only once something is selected
This commit is contained in:
@@ -677,8 +677,11 @@ The controls panel tells the player which controls are available right now. It i
|
|||||||
- REQ-UI-CONTROLS-ACCURACY: **The panel never advertises a binding that would do nothing.** Every row shown must, if triggered in the situation the panel is showing it in, have the effect its label names; a binding that is inert in the current context is omitted rather than shown greyed (REQ-UI-CONTROLS-CARD). The relation holds in one direction only: the panel may omit a binding that is available, and deliberately does so in three cases:
|
- REQ-UI-CONTROLS-ACCURACY: **The panel never advertises a binding that would do nothing.** Every row shown must, if triggered in the situation the panel is showing it in, have the effect its label names; a binding that is inert in the current context is omitted rather than shown greyed (REQ-UI-CONTROLS-CARD). The relation holds in one direction only: the panel may omit a binding that is available, and deliberately does so in three cases:
|
||||||
- **Build hotkeys** (REQ-UI-HOTKEYS) are live in every context, but are advertised on the build buttons' badges (REQ-UI-BUILD-COST) instead of taking eleven rows in every context of this panel.
|
- **Build hotkeys** (REQ-UI-HOTKEYS) are live in every context, but are advertised on the build buttons' badges (REQ-UI-BUILD-COST) instead of taking eleven rows in every context of this panel.
|
||||||
- **`C` and `Ctrl` `C`** are omitted from the Build, Blueprint, and Deconstruct contexts even though a selection surviving into a build mode keeps them working. They belong to the Selection context, and repeating them in every mode would defeat the panel's purpose of showing what the player's current situation affords.
|
- **`C` and `Ctrl` `C`** are omitted from the Build, Blueprint, and Deconstruct contexts even though a selection surviving into a build mode keeps them working. They belong to the Selection context, and repeating them in every mode would defeat the panel's purpose of showing what the player's current situation affords.
|
||||||
|
- **`Ctrl` `LMB` and `Ctrl` `LMB` drag** work with nothing selected — they select the object under the cursor much as a plain click would — but are shown only in the Selection context. "Add / remove from selection" names an operation on a selection, and there is none to operate on until something is selected; the plain `LMB` row already covers what the gesture does before then.
|
||||||
- **`F3` and `F4`** (REQ-UI-DEBUG-DRAW) are development controls rather than player controls and appear in no context.
|
- **`F3` and `F4`** (REQ-UI-DEBUG-DRAW) are development controls rather than player controls and appear in no context.
|
||||||
|
|
||||||
|
This asymmetry between what is available and what is shown is why the two are separate questions in the implementation, and why the tests assert that a resolvable input is *available* rather than that it is displayed.
|
||||||
|
|
||||||
### Blueprints
|
### Blueprints
|
||||||
|
|
||||||
Blueprints occupy no permanent screen space. They are saved with **Ctrl+C** from the current selection (REQ-UI-BLUEPRINT-CREATE) and picked for placement from the blueprint selection dialog, opened with **Ctrl+V** (REQ-UI-BLUEPRINT-DIALOG). The unmodified **C** and **V** keys are the throwaway counterparts of the same two gestures: they capture and re-place a single unnamed temporary blueprint that is never saved and never listed (REQ-UI-BLUEPRINT-TEMP). Blueprints have no widget on the game screen at all. (The ship layout blueprint panel of the layout configuration dialog, REQ-MOD-UI-BLUEPRINT-PANEL, is a separate feature and is unaffected.)
|
Blueprints occupy no permanent screen space. They are saved with **Ctrl+C** from the current selection (REQ-UI-BLUEPRINT-CREATE) and picked for placement from the blueprint selection dialog, opened with **Ctrl+V** (REQ-UI-BLUEPRINT-DIALOG). The unmodified **C** and **V** keys are the throwaway counterparts of the same two gestures: they capture and re-place a single unnamed temporary blueprint that is never saved and never listed (REQ-UI-BLUEPRINT-TEMP). Blueprints have no widget on the game screen at all. (The ship layout blueprint panel of the layout configuration dialog, REQ-MOD-UI-BLUEPRINT-PANEL, is a separate feature and is unaffected.)
|
||||||
|
|||||||
Reference in New Issue
Block a user