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https://github.com/tobspr/shapez.io.git
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Add keybinding hint for direction lock
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commit
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@ -75,6 +75,14 @@
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display: none;
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}
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&:not(.hasDirectionLock) .binding.directionLock {
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display: none;
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}
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&.hasDirectionLock .noDirectionLock {
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display: none;
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}
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.binding.placementOnly,
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&:not(.placementActive) .binding.noPlacementOnly {
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transform-origin: 0% 50%;
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@ -121,7 +121,7 @@ export class HUDBuildingPlacerLogic extends BaseHUDPart {
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return (
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metaBuilding &&
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metaBuilding.getHasDirectionLockAvailable() &&
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this.root.keyMapper.getBinding(KEYMAPPINGS.placement.lockBeltDirection).pressed
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this.root.keyMapper.getBinding(KEYMAPPINGS.placementModifiers.lockBeltDirection).pressed
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);
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}
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@ -246,7 +246,10 @@ export class HUDBuildingPlacerLogic extends BaseHUDPart {
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* @param {any} args
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*/
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checkForDirectionLockSwitch({ keyCode }) {
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if (keyCode === this.root.keyMapper.getBinding(KEYMAPPINGS.placement.lockBeltDirection).keyCode) {
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if (
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keyCode ===
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this.root.keyMapper.getBinding(KEYMAPPINGS.placementModifiers.lockBeltDirection).keyCode
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) {
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this.abortDragging();
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}
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}
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@ -3,6 +3,7 @@ import { T } from "../../../translations";
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import { getStringForKeyCode, KEYMAPPINGS } from "../../key_action_mapper";
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import { BaseHUDPart } from "../base_hud_part";
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import { TrackedState } from "../../../core/tracked_state";
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import { MetaBuilding } from "../../meta_building";
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export class HUDKeybindingOverlay extends BaseHUDPart {
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initialize() {
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@ -77,19 +78,34 @@ export class HUDKeybindingOverlay extends BaseHUDPart {
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(this.root.app.settings.getAllSettings().alwaysMultiplace
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? ""
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: `
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<div class="binding placementOnly">
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<div class="binding placementOnly noDirectionLock">
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<code class="keybinding builtinKey shift">${getKeycode(
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KEYMAPPINGS.placementModifiers.placeMultiple
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)}</code>
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<label>${T.ingame.keybindingsOverlay.placeMultiple}</label>
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</div>`) +
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`
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<div class="binding placementOnly directionLock">
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<code class="keybinding builtinKey shift">${getKeycode(
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KEYMAPPINGS.placementModifiers.lockBeltDirection
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)}</code>
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<label>${T.ingame.keybindingsOverlay.lockBeltDirection}</label>
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</div>
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`
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);
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}
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/**
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*
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* @param {MetaBuilding} selectedMetaBuilding
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*/
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onSelectedBuildingForPlacementChanged(selectedMetaBuilding) {
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this.element.classList.toggle("placementActive", !!selectedMetaBuilding);
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this.element.classList.toggle(
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"hasDirectionLock",
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selectedMetaBuilding && selectedMetaBuilding.getHasDirectionLockAvailable()
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);
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}
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applyCssClasses() {
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@ -61,7 +61,6 @@ export const KEYMAPPINGS = {
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rotateInverseModifier: { keyCode: 16 }, // SHIFT
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cycleBuildingVariants: { keyCode: key("T") },
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cycleBuildings: { keyCode: 9 }, // TAB
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lockBeltDirection: { keyCode: 16 }, // SHIFT
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},
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massSelect: {
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@ -74,6 +73,7 @@ export const KEYMAPPINGS = {
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},
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placementModifiers: {
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lockBeltDirection: { keyCode: 16 }, // SHIFT
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placementDisableAutoOrientation: { keyCode: 17 }, // CTRL
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placeMultiple: { keyCode: 16 }, // SHIFT
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placeInverse: { keyCode: 18 }, // ALT
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@ -283,6 +283,7 @@ ingame:
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createMarker: Create Marker
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delete: Destroy
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pasteLastBlueprint: Paste last blueprint
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lockBeltDirection: Enable belt planner
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# Everything related to placing buildings (I.e. as soon as you selected a building
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# from the toolbar)
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