show the available controls in a panel over the world
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92
src/ui/ControlActionText.cpp
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92
src/ui/ControlActionText.cpp
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#include "ControlActionText.h"
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#include <QCoreApplication>
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#include <QKeySequence>
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namespace
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{
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// tr() for a file of free functions. Q_DECLARE_TR_FUNCTIONS expands with access
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// specifiers, so it needs a class rather than a namespace; this struct exists only to
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// carry it and give the strings a single lupdate context.
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struct Strings
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{
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Q_DECLARE_TR_FUNCTIONS(ControlActionText)
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};
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QString getMouseBadge(MouseBinding binding)
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{
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switch (binding)
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{
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case MouseBinding::LeftClick: return Strings::tr("LMB");
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case MouseBinding::LeftDrag: return Strings::tr("LMB drag");
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case MouseBinding::CtrlLeftClick: return Strings::tr("Ctrl+LMB");
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case MouseBinding::CtrlLeftDrag: return Strings::tr("Ctrl+LMB drag");
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case MouseBinding::RightClick: return Strings::tr("RMB");
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}
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return QString();
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}
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} // namespace
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QString getControlBindingBadge(const ControlBinding& binding)
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{
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if (binding.isMouse) { return getMouseBadge(binding.mouse); }
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// QKeySequence spells the modifiers and the key together and localizes them, which
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// is what makes this stay correct once keys are rebindable: the chip is generated
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// from the binding rather than typed next to it.
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return QKeySequence(binding.key | static_cast<int>(binding.modifiers))
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.toString(QKeySequence::NativeText);
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}
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QString getControlActionLabel(ControlAction action, const ControlContext& context)
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{
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switch (action)
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{
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case ControlAction::None: return QString();
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case ControlAction::Move: return Strings::tr("Move");
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case ControlAction::GameSpeed: return Strings::tr("Game speed");
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case ControlAction::TogglePause: return Strings::tr("Toggle pause");
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case ControlAction::PasteTemporary: return Strings::tr("Paste last");
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case ControlAction::OpenBlueprints: return Strings::tr("Blueprints");
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case ControlAction::OpenMenu: return Strings::tr("Menu");
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// A click on empty space clears and a click on an object replaces; naming only the
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// first would be a half-truth once something is selected.
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case ControlAction::Select:
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return context.selection == ControlSelection::None
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? Strings::tr("Select")
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: Strings::tr("Select / clear selection");
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case ControlAction::SelectArea: return Strings::tr("Select area");
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case ControlAction::AddToSelection: return Strings::tr("Add / remove from selection");
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case ControlAction::AddAreaToSelection: return Strings::tr("Add area to selection");
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case ControlAction::EnterDeconstruct: return Strings::tr("Deconstruct mode");
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case ControlAction::CopyTemporary: return Strings::tr("Copy to temporary blueprint");
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case ControlAction::CreateBlueprint: return Strings::tr("Create blueprint");
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case ControlAction::Place: return Strings::tr("Place");
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case ControlAction::ApplySettings: return Strings::tr("Apply settings");
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case ControlAction::PlaceBeltLine: return Strings::tr("Place belt line");
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case ControlAction::Rotate: return Strings::tr("Rotate");
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case ControlAction::CancelBeltLine: return Strings::tr("Cancel belt line");
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case ControlAction::ExitMode:
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return context.mode == BuildMode::Deconstruct
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? Strings::tr("Exit deconstruct mode")
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: Strings::tr("Exit placement");
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case ControlAction::ToggleDeconstruct: return Strings::tr("Toggle deconstruct");
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case ControlAction::DeconstructArea: return Strings::tr("Deconstruct area");
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}
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return QString();
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}
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QString getControlContextName(ControlContextKind kind)
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{
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switch (kind)
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{
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case ControlContextKind::General: return Strings::tr("GENERAL");
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case ControlContextKind::Selection: return Strings::tr("SELECTION");
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case ControlContextKind::Build: return Strings::tr("BUILD MODE");
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case ControlContextKind::Blueprint: return Strings::tr("BLUEPRINT MODE");
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case ControlContextKind::Deconstruct: return Strings::tr("DECONSTRUCT MODE");
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}
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return QString();
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}
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