Files
dota_factory/src/ui/ControlActionText.cpp
Malte Langkabel b0fa0da813 clear the selection with Q, and drop it on entering a build mode
Implements the requirements committed in 731b887.

Q becomes a three-way branch in the action table, which is the layer that owns
what an input does: ExitMode while a mode is active, the new ClearSelection
while something is selected, EnterDeconstruct otherwise. The three partition
the situations between them, so resolution stays first-match-wins over
available actions and the handler never re-derives the precedence -- which is
why ClearSelection gets its own event rather than joining ModeCancel on Q.

GameWorldView clears the selection at each of the three events that enter a
mode; those are the only ways in, whichever button or key the player used. No
clear is needed where ModeCancel falls through to deconstruct mode: Q resolves
to ClearSelection while anything is selected, so there is nothing left by then.

The Selection context's Q row reads "Clear selection", sits last as the row
that hands the context back does everywhere, and carries the exit badge
styling -- one key that backs out should look the same wherever it appears.
Requirements follow that last point in REQ-UI-CONTROLS-CARD and
REQ-UI-CONTROLS-CONTENT.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-17 21:49:33 +02:00

94 lines
4.1 KiB
C++

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