import { BaseHUDPart } from "../base_hud_part"; import { makeDiv } from "../../../core/utils"; import { getStringForKeyCode, KEYMAPPINGS } from "../../key_action_mapper"; import { TrackedState } from "../../../core/tracked_state"; import { queryParamOptions } from "../../../core/query_parameters"; import { T } from "../../../translations"; export class HUDKeybindingOverlay extends BaseHUDPart { initialize() { this.shiftDownTracker = new TrackedState(this.onShiftStateChanged, this); this.root.hud.signals.selectedPlacementBuildingChanged.add( this.onSelectedBuildingForPlacementChanged, this ); } onShiftStateChanged(shiftDown) { this.element.classList.toggle("shiftDown", shiftDown); } createElements(parent) { const mapper = this.root.gameState.keyActionMapper; const getKeycode = id => { return getStringForKeyCode(mapper.getBinding(id).keyCode); }; this.element = makeDiv( parent, "ingame_HUD_KeybindingOverlay", [], `
${getKeycode(KEYMAPPINGS.ingame.centerMap)}
${getKeycode(KEYMAPPINGS.ingame.mapMoveUp)}
${getKeycode(KEYMAPPINGS.ingame.mapMoveLeft)}
${getKeycode(KEYMAPPINGS.ingame.mapMoveDown)}
${getKeycode(KEYMAPPINGS.ingame.mapMoveRight)}
${T.global.keys.control}
+
${getKeycode(KEYMAPPINGS.placement.abortBuildingPlacement)}
${getKeycode(KEYMAPPINGS.placement.rotateWhilePlacing)}
⇧ ${T.global.keys.shift}
${T.global.keys.alt}
${T.global.keys.control}
F2