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vcmi/client/gui/Shortcut.h

193 lines
5.1 KiB
C++

/*
* Shortcut.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
enum class EShortcut
{
NONE,
// preudo-shortcuts that trigger mouse events
MOUSE_LEFT,
MOUSE_RIGHT,
MOUSE_CURSOR_X,
MOUSE_CURSOR_Y,
MOUSE_SWIPE_X,
MOUSE_SWIPE_Y,
// Global hotkeys that are available in multiple dialogs
GLOBAL_ACCEPT, // Return - Accept query
GLOBAL_CANCEL, // Escape - Cancel query
GLOBAL_RETURN, // Enter, Escape - Close current window and return to previous view
GLOBAL_FULLSCREEN, // F4 - TODO: remove hardcoded check for key
GLOBAL_OPTIONS, // 'O' - Open System Options dialog
GLOBAL_BACKSPACE, // Backspace - erase last symbol in text input
GLOBAL_MOVE_FOCUS, // Tab - move focus to next text input
// Movement hotkeys, usually - for moving through lists with slider
MOVE_LEFT,
MOVE_RIGHT,
MOVE_UP,
MOVE_DOWN,
MOVE_FIRST,
MOVE_LAST,
MOVE_PAGE_UP,
MOVE_PAGE_DOWN,
// Element selection - for multiple choice dialog popups
SELECT_INDEX_1,
SELECT_INDEX_2,
SELECT_INDEX_3,
SELECT_INDEX_4,
SELECT_INDEX_5,
SELECT_INDEX_6,
SELECT_INDEX_7,
SELECT_INDEX_8,
// Main menu hotkeys - for navigation between main menu windows
MAIN_MENU_NEW_GAME,
MAIN_MENU_LOAD_GAME,
MAIN_MENU_HIGH_SCORES,
MAIN_MENU_CREDITS,
MAIN_MENU_BACK,
MAIN_MENU_QUIT,
MAIN_MENU_SINGLEPLAYER,
MAIN_MENU_MULTIPLAYER,
MAIN_MENU_CAMPAIGN,
MAIN_MENU_TUTORIAL,
MAIN_MENU_CAMPAIGN_SOD,
MAIN_MENU_CAMPAIGN_ROE,
MAIN_MENU_CAMPAIGN_AB,
MAIN_MENU_CAMPAIGN_CUSTOM,
// Game lobby / scenario selection
LOBBY_BEGIN_STANDARD_GAME, // b
LOBBY_BEGIN_CAMPAIGN, // Return
LOBBY_LOAD_GAME, // l, Return
LOBBY_SAVE_GAME, // s, Return
LOBBY_RANDOM_MAP, // Open random map tab
LOBBY_HIDE_CHAT,
LOBBY_ADDITIONAL_OPTIONS, // Open additional options tab
LOBBY_SELECT_SCENARIO, // Open map list tab
// In-game hotkeys, require game state but may be available in windows other than adventure map
GAME_END_TURN,
GAME_LOAD_GAME,
GAME_SAVE_GAME,
GAME_RESTART_GAME,
GAME_TO_MAIN_MENU,
GAME_QUIT_GAME,
GAME_OPEN_MARKETPLACE,
GAME_OPEN_THIEVES_GUILD,
GAME_ACTIVATE_CONSOLE, // Tab, activates in-game console
// Adventure map screen
ADVENTURE_GAME_OPTIONS, // 'o', Open CAdventureOptions window
ADVENTURE_TOGGLE_GRID, // F6, Toggles map grid
ADVENTURE_TOGGLE_SLEEP, // Toggles hero sleep status
ADVENTURE_SET_HERO_ASLEEP, // Moves hero to sleep state
ADVENTURE_SET_HERO_AWAKE, // Move hero to awake state
ADVENTURE_MOVE_HERO, // Moves hero alongside set path
ADVENTURE_VISIT_OBJECT, // Revisits object hero is standing on
ADVENTURE_VIEW_SELECTED,// Open window with currently selected hero/town
ADVENTURE_NEXT_TOWN,
ADVENTURE_NEXT_HERO,
ADVENTURE_NEXT_OBJECT, // TODO: context-sensitive next object - select next hero/town, depending on current selection
ADVENTURE_FIRST_TOWN, // TODO: select first available town in the list
ADVENTURE_FIRST_HERO, // TODO: select first available hero in the list
ADVENTURE_VIEW_SCENARIO,// View Scenario Information window
ADVENTURE_DIG_GRAIL,
ADVENTURE_VIEW_PUZZLE,
ADVENTURE_VIEW_WORLD,
ADVENTURE_VIEW_WORLD_X1,
ADVENTURE_VIEW_WORLD_X2,
ADVENTURE_VIEW_WORLD_X4,
ADVENTURE_TRACK_HERO,
ADVENTURE_TOGGLE_MAP_LEVEL,
ADVENTURE_KINGDOM_OVERVIEW,
ADVENTURE_QUEST_LOG,
ADVENTURE_CAST_SPELL,
ADVENTURE_THIEVES_GUILD,
ADVENTURE_EXIT_WORLD_VIEW,
ADVENTURE_ZOOM_IN,
ADVENTURE_ZOOM_OUT,
ADVENTURE_ZOOM_RESET,
// Move hero one tile in specified direction. Bound to cursors & numpad buttons
ADVENTURE_MOVE_HERO_SW,
ADVENTURE_MOVE_HERO_SS,
ADVENTURE_MOVE_HERO_SE,
ADVENTURE_MOVE_HERO_WW,
ADVENTURE_MOVE_HERO_EE,
ADVENTURE_MOVE_HERO_NW,
ADVENTURE_MOVE_HERO_NN,
ADVENTURE_MOVE_HERO_NE,
// Battle screen
BATTLE_TOGGLE_QUEUE,
BATTLE_USE_CREATURE_SPELL,
BATTLE_SURRENDER,
BATTLE_RETREAT,
BATTLE_AUTOCOMBAT,
BATTLE_END_WITH_AUTOCOMBAT,
BATTLE_CAST_SPELL,
BATTLE_WAIT,
BATTLE_DEFEND,
BATTLE_CONSOLE_UP,
BATTLE_CONSOLE_DOWN,
BATTLE_TACTICS_NEXT,
BATTLE_TACTICS_END,
BATTLE_SELECT_ACTION, // Alternative actions toggle
BATTLE_TOGGLE_HEROES_STATS,
LOBBY_ACTIVATE_INTERFACE,
SPECTATE_TRACK_HERO,
SPECTATE_SKIP_BATTLE,
SPECTATE_SKIP_BATTLE_RESULT,
// Town screen
TOWN_OPEN_TAVERN,
TOWN_SWAP_ARMIES, // Swap garrisoned and visiting armies
// Creature & creature recruitment screen
RECRUITMENT_MAX, // Set number of creatures to recruit to max
RECRUITMENT_MIN, // Set number of creatures to recruit to min (1)
RECRUITMENT_UPGRADE, // Upgrade current creature
RECRUITMENT_UPGRADE_ALL, // Upgrade all creatures (Hill Fort / Skeleton Transformer)
// Kingdom Overview window
KINGDOM_HEROES_TAB,
KINGDOM_TOWNS_TAB,
// Hero screen
HERO_DISMISS,
HERO_COMMANDER,
HERO_LOOSE_FORMATION,
HERO_TIGHT_FORMATION,
HERO_TOGGLE_TACTICS, // b
HERO_BACKPACK,
HERO_COSTUME_0,
HERO_COSTUME_1,
HERO_COSTUME_2,
HERO_COSTUME_3,
HERO_COSTUME_4,
HERO_COSTUME_5,
HERO_COSTUME_6,
HERO_COSTUME_7,
HERO_COSTUME_8,
HERO_COSTUME_9,
// Spellbook screen
SPELLBOOK_TAB_ADVENTURE,
SPELLBOOK_TAB_COMBAT,
AFTER_LAST
};