Fixed: Wrong key shortcuts in debug help screen (issue #241)

--HG--
branch : develop
This commit is contained in:
Nimetu 2015-11-04 19:42:42 +02:00
parent cfb5fd56df
commit 7d9f4030ff

View file

@ -43,6 +43,9 @@
#include "fog_map.h" #include "fog_map.h"
#include "misc.h" #include "misc.h"
#include "interface_v3/interface_manager.h" #include "interface_v3/interface_manager.h"
#include "actions_client.h"
using namespace NLMISC; using namespace NLMISC;
using namespace NL3D; using namespace NL3D;
@ -699,10 +702,27 @@ REGISTER_ACTION_HANDLER( CHandlerDebugUiDumpElementUnderMouse, "debug_ui_inspect
//----------------------------------------------- //-----------------------------------------------
#define DISP_TEXT(x, text) \ #define DISP_TEXT(x, text) \
/* Display the text at the right place */ \ /* Display the text at the right place */ \
TextContext->printfAt(x, line, text); \ TextContext->printfAt(x, line, std::string(text).c_str()); \
/* Change the line */ \ /* Change the line */ \
line += lineStep; \ line += lineStep; \
//---------------------------------------------------
// getActionKey :
// Return action key binding as string.
static std::string getActionKey(const char* name, const char* param = "")
{
std::string category;
CActionsManager *pAM = &Actions;
const CActionsManager::TActionComboMap &acmap = pAM->getActionComboMap();
CActionsManager::TActionComboMap::const_iterator ite = acmap.find(CAction::CName(name, param));
if (ite != acmap.end())
return ite->second.toUCString().toString();
return CI18N::get("uiNotAssigned").toString();
}
//--------------------------------------------------- //---------------------------------------------------
// displayHelp : // displayHelp :
// Display an Help. // Display an Help.
@ -720,54 +740,53 @@ void displayHelp()
// Set the text color // Set the text color
TextContext->setColor(ClientCfg.HelpFontColor); TextContext->setColor(ClientCfg.HelpFontColor);
line = 1.f; line = 1.f;
TextContext->setHotSpot(UTextContext::TopLeft); TextContext->setHotSpot(UTextContext::TopLeft);
DISP_TEXT(0.0f, "SHIFT + F1 : This Menu") DISP_TEXT(0.0f, getActionKey("toggle_help") + " : This Menu");
DISP_TEXT(0.0f, "SHIFT + F2 : Display Debug Infos") DISP_TEXT(0.0f, getActionKey("display_infos") + " : Display Debug Infos");
DISP_TEXT(0.0f, "SHIFT + F3 : Wire mode"); DISP_TEXT(0.0f, getActionKey("render_mode") + " : Wire mode");
DISP_TEXT(0.0f, "SHIFT + F4 : Do not Render the Scene"); DISP_TEXT(0.0f, getActionKey("toggle_render") + " : Do not Render the Scene");
DISP_TEXT(0.0f, "SHIFT + F5 : Toogle Display OSD interfaces"); DISP_TEXT(0.0f, getActionKey("toggle_chat") + " : Toggle Display OSD interfaces");
// DISP_TEXT(0.0f, "SHIFT + F6 : Not used"); // DISP_TEXT(0.0f, "SHIFT + F6 : Not used");
DISP_TEXT(0.0f, "SHIFT + F7 : Compass Mode (User/Camera)"); DISP_TEXT(0.0f, getActionKey("change_compass_mode") + " : Compass Mode (User/Camera)");
DISP_TEXT(0.0f, "SHIFT + F8 : Camera Mode (INSERT to change your position)"); DISP_TEXT(0.0f, getActionKey("toggle_fly") + " : Camera Mode (" + getActionKey("debug", "set_pos") + " to change your position)");
DISP_TEXT(0.0f, "SHIFT + F9 : Free Mouse"); DISP_TEXT(0.0f, getActionKey("free_mouse") + " : Free Mouse");
DISP_TEXT(0.0f, "SHIFT + F10 : Take a Screen Shot (+CTRL) for jpg"); DISP_TEXT(0.0f, getActionKey("screen_shot") + " : Take a Screen Shot (TGA), " + getActionKey("screen_shot_jpg") + " for jpg, " + getActionKey("screen_shot_png") + " for png");
// DISP_TEXT(0.0f, "SHIFT + F11 : Test"); // DISP_TEXT(0.0f, "SHIFT + F11 : Test");
DISP_TEXT(0.0f, "SHIFT + ESCAPE : Quit"); DISP_TEXT(0.0f, getActionKey("enter_modal", "group=ui:interface:quit_dialog") + " : Quit");
DISP_TEXT(0.0f, "SHIFT + C : First/Third Person View"); DISP_TEXT(0.0f, getActionKey("toggle_camera") + " : First/Third Person View");
line = 1.f; line = 1.f;
TextContext->setHotSpot(UTextContext::TopRight); TextContext->setHotSpot(UTextContext::TopRight);
DISP_TEXT(1.0f, "UP : FORWARD"); DISP_TEXT(1.0f, getActionKey("forward") + " : FORWARD");
DISP_TEXT(1.0f, "DOWN : BACKWARD"); DISP_TEXT(1.0f, getActionKey("backward") + " : BACKWARD");
DISP_TEXT(1.0f, "LEFT : ROTATE LEFT"); DISP_TEXT(1.0f, getActionKey("turn_left") + " : ROTATE LEFT");
DISP_TEXT(1.0f, "RIGHT : ROTATE RIGHT"); DISP_TEXT(1.0f, getActionKey("turn_right") + " : ROTATE RIGHT");
DISP_TEXT(1.0f, "CTRL + LEFT : STRAFE LEFT"); DISP_TEXT(1.0f, getActionKey("strafe_left") + " : STRAFE LEFT");
DISP_TEXT(1.0f, "CTRL + RIGHT : STRAFE RIGHT"); DISP_TEXT(1.0f, getActionKey("strafe_right") + " : STRAFE RIGHT");
DISP_TEXT(1.0f, "END : Auto Walk"); DISP_TEXT(1.0f, getActionKey("toggle_auto_walk") + " : Auto Walk");
DISP_TEXT(1.0f, "DELETE : Walk/Run"); DISP_TEXT(1.0f, getActionKey("toggle_run_walk") + " : Walk/Run");
DISP_TEXT(1.0f, "PG UP : Look Up"); DISP_TEXT(1.0f, getActionKey("look_up") + " : Look Up");
DISP_TEXT(1.0f, "PG DOWN : Look Down"); DISP_TEXT(1.0f, getActionKey("look_down") + " : Look Down");
// DISP_TEXT(1.0f, "CTRL + I : Inventory"); // DISP_TEXT(1.0f, getActionKey("show_hide", "inventory") + " : Inventory");
// DISP_TEXT(1.0f, "CTRL + C : Spells composition interface"); // DISP_TEXT(1.0f, getActionKey("show_hide", "phrase_book") + " : Spells composition interface");
// DISP_TEXT(1.0f, "CTRL + S : Memorized Spells interface"); // DISP_TEXT(1.0f, getActionKey("show_hide", "gestionsets") + " : Memorized Spells interface");
DISP_TEXT(1.0f, "CTRL + B : Show/Hide PACS Borders"); DISP_TEXT(1.0f, getActionKey("pacs_borders") + " : Show/Hide PACS Borders");
DISP_TEXT(1.0f, "CTRL + P : Player target himself"); DISP_TEXT(1.0f, getActionKey("self_target") + " : Player target himself");
DISP_TEXT(1.0f, "CTRL + D : Unselect target"); DISP_TEXT(1.0f, getActionKey("no_target") + " : Unselect target");
DISP_TEXT(1.0f, "CTRL + TAB : Next Chat Mode (say/shout"); // DISP_TEXT(1.0f, "CTRL + TAB : Next Chat Mode (say/shout");
DISP_TEXT(1.0f, "CTRL + R : Reload Client.cfg File"); // DISP_TEXT(1.0f, "CTRL + R : Reload Client.cfg File");
// DISP_TEXT(1.0f, "CTRL + N : Toggle Night / Day lighting"); // DISP_TEXT(1.0f, "CTRL + N : Toggle Night / Day lighting");
DISP_TEXT(1.0f, "CTRL + F2 : Profile on / off"); DISP_TEXT(1.0f, getActionKey("profile") + " : Profile on / off");
DISP_TEXT(1.0f, "CTRL + F3 : Movie Shooter record / stop"); DISP_TEXT(1.0f, getActionKey("toggle_movie_recorder") + " : Movie Shooter record / stop");
DISP_TEXT(1.0f, "CTRL + F4 : Movie Shooter replay"); DISP_TEXT(1.0f, getActionKey("replay_movie") + " : Movie Shooter replay");
DISP_TEXT(1.0f, "CTRL + F5 : Movie Shooter save"); DISP_TEXT(1.0f, getActionKey("save_movie") + " : Movie Shooter save");
#ifndef NL_USE_DEFAULT_MEMORY_MANAGER #ifndef NL_USE_DEFAULT_MEMORY_MANAGER
DISP_TEXT(1.0f, "CTRL + F6 : Save memory stat report"); DISP_TEXT(1.0f, getActionKey("memory_report") + " : Save memory stat report");
#endif // NL_USE_DEFAULT_MEMORY_MANAGER #endif // NL_USE_DEFAULT_MEMORY_MANAGER
DISP_TEXT(1.0f, "CTRL + F7 : Show / hide prim file"); DISP_TEXT(1.0f, getActionKey("toggle_primitive") + " : Show / hide prim file");
DISP_TEXT(1.0f, "CTRL + F8 : Change prim file UP"); DISP_TEXT(1.0f, getActionKey("primitive_up") + " : Change prim file UP");
DISP_TEXT(1.0f, "CTRL + F9 : Change prim file DOWN"); DISP_TEXT(1.0f, getActionKey("primitive_down") + " : Change prim file DOWN");
// No more shadow when displaying a text. // No more shadow when displaying a text.
TextContext->setShaded(false); TextContext->setShaded(false);