Files
dota_factory/src/lib
Malte Langkabel 71c07531f0 move the remaining hotkeys into the InputMapper
Space, W, S, R, Q and F3 all acted on GameWorldView state, so each needed a
request event before it could move. One event per action rather than a shared
action enum, matching how the existing request events are named and keeping
subscribers from waking on actions they do not care about.

The split is deliberate about where knowledge lives. Each event says only what
the player asked for, never how to satisfy it:

- PauseToggleRequestedEvent carries no speed; which speed to restore is
  remembered by the receiver.
- SpeedStepRequestedEvent is a relative notch, because the ladder of speeds
  belongs to the receiver (unlike SpeedChangeRequestedEvent, which the speed
  buttons send with an absolute multiplier).
- ModeCancelRequestedEvent names no mode; which of builder, blueprint or
  deconstruct is active is state only the receiver has.
- DebugDrawToggleRequestedEvent is the request to flip the flag, where the
  existing DebugDrawToggledEvent is the announcement that it was flipped, so
  the flag keeps a single owner.

GameWorldView::keyPressEvent is now nothing but a forward to the mapper. Shift
release stays behind on purpose: it is the modifier of a mouse gesture
(REQ-BLD-COPY-CONFIG), not a keyboard action, and modelling it as one would
misrepresent it.

Bindings are still hard-coded, and behaviour is unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
2026-08-05 14:02:35 +02:00
..
2026-06-06 20:46:36 +02:00