show the available controls in a panel over the world
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26
src/ui/ControlActionText.h
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26
src/ui/ControlActionText.h
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#pragma once
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#include <QString>
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#include "ControlAction.h"
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// What the player is shown for the actions and bindings declared in ControlAction.h
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// (REQ-UI-CONTROLS-CONTENT). Kept out of lib/core deliberately: that file decides what
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// is available and what triggers it, this one decides what it is called, and only this
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// half is presentation.
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//
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// A badge is rendered from the binding it belongs to rather than written beside it, so
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// what the panel shows on a chip is what the resolver actually matches. When bindings
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// become player-configurable, this is the only place that has to learn to spell a
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// rebound key.
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// The chip text for one binding: "Ctrl+V", "LMB drag", "RMB".
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QString getControlBindingBadge(const ControlBinding& binding);
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// What the action is called in this context. A few actions are named for their
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// situation rather than their implementation -- one exit action reads "Exit placement"
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// in a placement mode and "Exit deconstruct mode" in deconstruct mode.
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QString getControlActionLabel(ControlAction action, const ControlContext& context);
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// The heading, in the upper case the card shows it in (REQ-UI-CONTROLS-CARD).
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QString getControlContextName(ControlContextKind kind);
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