Better keyshortcuts support

Discussion among members of the development team.

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zas
Posts: 54
Joined: August 25th, 2003, 9:58 pm
Location: France

Better keyshortcuts support

Post by zas »

It would be great to be able to recruit through key R + a number (0 - 9) for most common units. Number should appear besides label in units menu.

And shift + R to repeat last recruit action.
Dave
Founding Developer
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Joined: August 17th, 2003, 5:07 am
Location: Seattle
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Post by Dave »

How about I make it that pressing 'R' brings up the recruit dialog, and then pressing a number can select an item in that dialog, then pressing enter can be the same as clicking 'ok'? Then you can just type "r 2 <enter>" to recruit a unit.

Shift-R repeating the last recruit is a good idea.

David
miyo
Posts: 2201
Joined: August 19th, 2003, 4:28 pm
Location: Finland

Post by miyo »

Eliminate the need for enter.

'r' -> '1'

- Miyo
zas
Posts: 54
Joined: August 25th, 2003, 9:58 pm
Location: France

'R' key is already used

Post by zas »

'R'edo key...
Dave
Founding Developer
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Joined: August 17th, 2003, 5:07 am
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Post by Dave »

Ermm...that's a good point :-)

Is there another key we could use for it instead?

David
miyo
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Joined: August 19th, 2003, 4:28 pm
Location: Finland

Post by miyo »

ctrl+alt+del? - but that would not propably work in u$win.

Could we use redo? shift-R to recruit, r to redo the same action.

- Miyo
B0rsuk
Posts: 78
Joined: August 27th, 2003, 9:52 am
Location: Poland

Post by B0rsuk »

Terrain Modifiers

Resistances

I use these two ALOT.
Dave
Founding Developer
Posts: 7071
Joined: August 17th, 2003, 5:07 am
Location: Seattle
Contact:

Post by Dave »

I guess what I'm going to have to do is a full-fledged shortcuts system that allows customization of shortcuts to be any alphabetical or numerical key + Shift/Alt/Ctrl modifiers. I also guess that shortcuts should be settable on a per-locale basis.

What I really want is control-S = save game.

David
zas
Posts: 54
Joined: August 25th, 2003, 9:58 pm
Location: France

Shortcuts we need

Post by zas »

A key to find leader and move map on it. (HOME?)
A key to open each in-game menus (recruit, recall, ....)
A key to get a screenshot and save it ;)
A key to move map on "marked" units (sequential like 'n'), and a key to mark unit, a fast way to find our most important units on the map.
A key to mute on/off the sound (hey, faster when you have a phone call).
Just some ideas...
Dave
Founding Developer
Posts: 7071
Joined: August 17th, 2003, 5:07 am
Location: Seattle
Contact:

Post by Dave »

How about '1' cycles through all level 1 units, '2' through all level 2 units, and so forth?

A 'home' button to go to your leader would probably be good, and perhaps another button to go to your starting position.

The main problem with printing screen is where to put the save file? I guess I could just dump it into the cwd. One thing is for sure: I am NOT implementing a general 'save file' dialog. :-)

David
zas
Posts: 54
Joined: August 25th, 2003, 9:58 pm
Location: France

About saving of screenshots

Post by zas »

I think we can save screenshots by just pressing a key, then image is saved in .wesnoth/sceenshot_xxxx.png
where xxx is a incremented integer value (screenshot_0001.png, screenshort_0002.png, or the like)
zas
Posts: 54
Joined: August 25th, 2003, 9:58 pm
Location: France

Or...

Post by zas »

Simplier: save them in .wesnoth/screenshots/xxxx.png
zas
Posts: 54
Joined: August 25th, 2003, 9:58 pm
Location: France

About keys to cycle

Post by zas »

I like the idea to have 1,2,3... keys to cycle through level 1,2,3 units :)
miyo
Posts: 2201
Joined: August 19th, 2003, 4:28 pm
Location: Finland

Post by miyo »

Customizable keys... we would have functions like 'undo', 'redo', 'cycle 1st level units', 'cycle 2nd level units' - then you would assign keys to them.

For beginning key settings could be done manually at preferences file. Reasonable defaults should exist.

- Miyo
Dave
Founding Developer
Posts: 7071
Joined: August 17th, 2003, 5:07 am
Location: Seattle
Contact:

Post by Dave »

miyo wrote:Customizable keys... we would have functions like 'undo', 'redo', 'cycle 1st level units', 'cycle 2nd level units' - then you would assign keys to them.

For beginning key settings could be done manually at preferences file. Reasonable defaults should exist.
Yes this is what I meant when I put in the WesnothToDo in wiki, " Add in sophisticated customizable Hot Keys System" :-)

David
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