// Package keybind centralizes the global hotkey bindings. // // Whenever the app would need to query a hotkey like "F3" or "Ctrl-Z" // is held down, it should use a method in this file. It can be // expanded later to allow user customizable bindings or something. // // NOTE: arrow key and gameplay controls not yet ported to here. package keybind import "git.kirsle.net/go/render/event" // Shutdown (Escape) signals the game to start closing down. func Shutdown(ev *event.State) bool { return ev.Escape } // Help (F1) can be checked one time. func Help(ev *event.State) bool { result := ev.KeyDown("F1") ev.SetKeyDown("F1", false) return result } // DebugOverlay (F3) can be checked one time. func DebugOverlay(ev *event.State) bool { result := ev.KeyDown("F3") ev.SetKeyDown("F3", false) return result } // DebugCollision (F4) can be checked one time. func DebugCollision(ev *event.State) bool { result := ev.KeyDown("F4") ev.SetKeyDown("F4", false) return result } // Undo (Ctrl-Z) func Undo(ev *event.State) bool { return ev.Ctrl && ev.KeyDown("z") } // Redo (Ctrl-Y) func Redo(ev *event.State) bool { return ev.Ctrl && ev.KeyDown("y") } // ZoomIn (+) func ZoomIn(ev *event.State) bool { return ev.KeyDown("=") || ev.KeyDown("+") } // ZoomOut (-) func ZoomOut(ev *event.State) bool { return ev.KeyDown("-") } // ZoomReset (1) func ZoomReset(ev *event.State) bool { return ev.KeyDown("1") } // Origin (0) -- scrolls the canvas back to 0,0 in Editor Mode. func Origin(ev *event.State) bool { return ev.KeyDown("0") } // GotoPlay (P) play tests the current level in the editor. func GotoPlay(ev *event.State) bool { return ev.KeyDown("p") } // GotoEdit (E) opens the current played level in Edit Mode, if the // player has come from the editor originally. func GotoEdit(ev *event.State) bool { return ev.KeyDown("e") } // LineTool (L) selects the Line Tool in the editor. func LineTool(ev *event.State) bool { return ev.KeyDown("l") } // PencilTool (F) selects the freehand pencil tool in the editor. // GotoPlay (P) play tests the current level in the editor. func PencilTool(ev *event.State) bool { return ev.KeyDown("f") } // RectTool (R) selects the rectangle in the editor. func RectTool(ev *event.State) bool { return ev.KeyDown("r") } // EllipseTool (C) selects this tool in the editor. func EllipseTool(ev *event.State) bool { return ev.KeyDown("c") } // EraserTool (X) selects this tool in the editor. func EraserTool(ev *event.State) bool { return ev.KeyDown("x") } // DoodadDropper (D) opens the doodad dropper in the editor. func DoodadDropper(ev *event.State) bool { return ev.KeyDown("d") } // Shift key. func Shift(ev *event.State) bool { return ev.Shift } // Left arrow. func Left(ev *event.State) bool { return ev.Left || ev.KeyDown("a") } // Right arrow. func Right(ev *event.State) bool { return ev.Right || ev.KeyDown("d") } // Up arrow. func Up(ev *event.State) bool { return ev.Up || ev.KeyDown("w") } // Down arrow. func Down(ev *event.State) bool { return ev.Down || ev.KeyDown("s") } // "Use" button. func Use(ev *event.State) bool { return ev.Space || ev.KeyDown("q") }