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