make hotkey user-configurable via in-game settings

This commit is contained in:
Matthias Mailänder
2013-02-09 14:08:36 +01:00
parent e71135b511
commit 1f99b1ec8e
7 changed files with 228 additions and 23 deletions

View File

@@ -16,6 +16,7 @@ using OpenRA.Graphics;
using OpenRA.Network;
using OpenRA.Orders;
using OpenRA.Widgets;
using OpenRA.Mods.RA.Orders;
namespace OpenRA.Mods.RA.Widgets
{
@@ -23,14 +24,6 @@ namespace OpenRA.Mods.RA.Widgets
{
public World World { get { return OrderManager.world; } }
public string AttackMoveKey = "a";
public string StopKey = "s";
public string ScatterKey = "x";
public string DeployKey = "f";
public string StanceCycleKey = "z";
public string BaseCycleKey = "backspace";
public string GotoLastEventKey = "space";
public readonly OrderManager OrderManager;
[ObjectCreator.UseCtor]
@@ -51,28 +44,37 @@ namespace OpenRA.Mods.RA.Widgets
{
if (e.Modifiers == Modifiers.None && e.Event == KeyInputEvent.Down)
{
if (e.KeyName == BaseCycleKey)
if (e.KeyName == Game.Settings.Keys.CycleBaseKey)
return CycleBases();
if (e.KeyName == GotoLastEventKey)
if (e.KeyName == Game.Settings.Keys.GotoLastEventKey)
return GotoLastEvent();
if (!World.Selection.Actors.Any())
if (e.KeyName == Game.Settings.Keys.SellKey)
return PerformSwitchToSellMode();
if (e.KeyName == Game.Settings.Keys.PowerDownKey)
return PerformSwitchToPowerDownMode();
if (e.KeyName == Game.Settings.Keys.RepairKey)
return PerformSwitchToRepairMode();
if (!World.Selection.Actors.Any()) // Put all functions, that are no unit-functions, before this line!
return false;
if (e.KeyName == AttackMoveKey)
if (e.KeyName == Game.Settings.Keys.AttackMoveKey)
return PerformAttackMove();
if (e.KeyName == StopKey)
if (e.KeyName == Game.Settings.Keys.StopKey)
return PerformStop();
if (e.KeyName == ScatterKey)
if (e.KeyName == Game.Settings.Keys.ScatterKey)
return PerformScatter();
if (e.KeyName == DeployKey)
if (e.KeyName == Game.Settings.Keys.DeployKey)
return PerformDeploy();
if (e.KeyName == StanceCycleKey)
if (e.KeyName == Game.Settings.Keys.StanceCycleKey)
return PerformStanceCycle();
}
@@ -115,10 +117,11 @@ namespace OpenRA.Mods.RA.Widgets
bool PerformDeploy()
{
/* hack: three orders here -- ReturnToBase, DeployTransform, Unload. */
/* hack: multiple orders here */
PerformKeyboardOrderOnSelection(a => new Order("ReturnToBase", a, false));
PerformKeyboardOrderOnSelection(a => new Order("DeployTransform", a, false));
PerformKeyboardOrderOnSelection(a => new Order("Unload", a, false));
PerformKeyboardOrderOnSelection(a => new Order("DemoDeploy", a, false));
return true;
}
@@ -184,5 +187,23 @@ namespace OpenRA.Mods.RA.Widgets
Game.viewport.Center(eventNotifier.lastAttackLocation.ToFloat2());
return true;
}
private bool PerformSwitchToSellMode ()
{
World.ToggleInputMode<SellOrderGenerator> ();
return true;
}
private bool PerformSwitchToPowerDownMode ()
{
World.ToggleInputMode<PowerDownOrderGenerator> ();
return true;
}
private bool PerformSwitchToRepairMode ()
{
World.ToggleInputMode<RepairOrderGenerator>();
return true;
}
}
}