Opened 12 years ago
Last modified 5 years ago
#1492 new enhancement
[PATCH] working hotkeys for building, training, un- & garrisoning, formation & stance
Reported by: | picobyte | Owned by: | |
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Priority: | Nice to Have | Milestone: | Backlog |
Component: | UI – In-game | Keywords: | patch |
Cc: | Patch: |
Description
See default.cfg: The keys H to backslash are implemented as numbers for hotkey actions. to control the actions for currently selected buildings or workers/units. Modified behaviour: watermark and camera reset hotkeys are altered.
For example to build a house: select a villager (with mouse or with idle hot-key '.') J, H and select the location to place the house.
H is garrison for all units. For a villager the option to build is J. For buildings, K and L are train and ungarrison respectively. Military units can use K, L for formation and stance. barter and trader options aren't implemented yet.
The second press of the H to backslash button has a different meaning: It indicates
how many' or
which', in the same order as the buttons in the user interface. From H to backslash means 0 to 6, with shift, capital H to doublequote means 7-12. Except when garrisoning, then H to backslash means garrisoning 1 to 7 units.
Attachments (8)
Change History (27)
by , 12 years ago
Attachment: | hotkeys.patch added |
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comment:1 by , 12 years ago
Cc: | added |
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Component: | Core engine → UI & Simulation |
Priority: | Should Have → Must Have |
comment:2 by , 12 years ago
Summary: | [PATCH] working hotkeys for building, training, formation & stance → [PATCH] working hotkeys for building, training, un- & garrisoning, formation & stance |
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by , 12 years ago
Attachment: | hotkeys2.patch added |
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incremental patch, fixes some issues and improves behavior
comment:3 by , 12 years ago
Owner: | set to |
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by , 12 years ago
Attachment: | hotkeys4.patch added |
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Allows hotkeys shift ./,/U/I/O/P to slect all idle villagers/warriors or building types (with my previous patch)
by , 12 years ago
Attachment: | hotkeys5.patch added |
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This allows two actions: to follow units when unload all hotkey is pressed and to ungarrison n units. hotkey J = 1, K = 2, etc.
by , 12 years ago
Attachment: | hotkeys6.patch added |
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Default available actions dependent on selection, non-default actions remapped
comment:4 by , 12 years ago
Changelog:
Date: Thu Jun 14 00:54:35 2012 +0200
This implements the V, B, N and M hotkeys for non-default actions Stance, Formation, garrison, ungarrison respectively
Date: Wed Jun 13 23:25:14 2012 +0200
Generalize All unloaded following
Date: Wed Jun 13 22:45:44 2012 +0200
This patch makes a default choice active. e.g. for a worker the default action is to build, for a building to train. keys G to singlequote are implemented as choices. Setting non-default options aren't available anymore but a next patch will implement hotkeys for that.
Date: Wed Jun 13 20:35:27 2012 +0200
as suggested by historic_bruno the backslash isn't always in line Also use Ctrl rather than shift for the 7+ keys (we may want to use shift for batchtrain later).
Date: Wed Jun 13 20:16:55 2012 +0200
Unload all from all selected buildings, ensure selection occurs
Date: Wed Jun 13 01:59:38 2012 +0200
This allows two actions: to follow units when unload all hotkey is pressed and to ungarrison n units. hotkey J = 1, K = 2, etc.
Date: Tue Jun 12 01:24:00 2012 +0200
Find all visible idle workers,warriors,buildings with Shift ./,/U/etc
Date: Mon Jun 11 00:20:19 2012 +0200
during building placement we can now correctly select another idle villager for the job.
Date: Sun Jun 10 21:37:36 2012 +0200
Building placement is now shown immediately, not after mouse movement. User can use the same several hotkey more times, e.g. for training. Or for iterate over the possible options using hotkeys, changing the Formation or Stance of the selected units or choosing different buildings during placement.
Formation fix: don't allow hotkey if selection is only one unit
Add forwardslash as hotkey to reset action hotkey
comment:5 by , 12 years ago
Milestone: | Backlog → Alpha 11 |
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comment:6 by , 12 years ago
Keywords: | patch review added; hotkeys building training formation stance removed |
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by , 12 years ago
Attachment: | hotkeys_total.2.patch added |
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comment:9 by , 12 years ago
Cc: | removed |
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Owner: | removed |
Priority: | Must Have → Nice to Have |
by , 12 years ago
Attachment: | hotkeys_total.patch added |
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latest, shift+ A,S,W,D for mouse cursor movement (e.g. for placing buildings)
comment:11 by , 12 years ago
Hey. Thanks for your work. Your changes are quite big, and we're short on developers able to review it at the moment. It will get reviewed eventually.
follow-up: 14 comment:12 by , 12 years ago
Ok, if I need to do something like split this up in more tickets, provide patches in a different format, please let me know. BTW I apply this patch by running from the 0ad directory:
patch -p1 < path/to/hotkeys_total.patch
comment:13 by , 12 years ago
Sorry for the delay in replying. I have failed to get this to apply cleanly. Could you create a patch with monolithic changesets? My patch software doesn't like the multiple changesets per file (even running your recommended command on Linux doesn't work).
comment:14 by , 12 years ago
I think the problem is they are git serial patches. It will be far easier to apply them with git.
Replying to picobyte:
Ok, if I need to do something like split this up in more tickets, provide patches in a different format, please let me know
Indeed, it might be best if you could separate this into a few tickets. I notice there are a variety of new features added, rather than just hotkeys as the summary implies. If you could upload a patch just with hotkeys for existing features, then add new tickets for new features and hotkeys, that would be great.
I'm not saying we wouldn't review the patch(es) as-is, but that could help expedite the process.
comment:15 by , 12 years ago
Milestone: | Alpha 11 → Alpha 12 |
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comment:16 by , 11 years ago
Keywords: | review removed |
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Milestone: | Alpha 12 → Backlog |
comment:17 by , 11 years ago
I can't apply these patches, no matter what I try, git doesn't seem to like them either.
comment:18 by , 8 years ago
Some feedback after reading all the different kinds of broken patches uploaded:
- the
findEntity
change seems nice and could be reused for other things as well (f.e. selecting a civic center of the viewed player when changing the perspective in observermode) - You add hotkeys to select a civic center, structure, dropsites, markets, but not barracks and fortress??
- Not convinced to use J to unload one unit, K for two etc.. It seems the player should just press that button multiple times to unload multiple units, as noone will recall which button stands for which number. (However unloading consecutively likely means messing up your idea to follow units after unloading).
- using preSelectedAction indeed seems to be the way to go to avoid hotkey conflicts (i.e. one hotkey to enter contruction mode, then another hotkey to select that building)
Those
ACTION_FOO
states look like they shouldn't be flags that can be combined, but should rather be in only one state at the time (i.e. 0, 1, 2, ... could have been used). GameView.cpp
adds nothing but unmarked TODOs
Unfortunately the patches are completely inapplicable and I'm not sure all the things you implemented are wanted. #1312 aims at adding building hotkeys. #1899 deals with selecting entities.
comment:19 by , 5 years ago
Component: | UI & Simulation → In-game UI |
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Move tickets to In-game UI
as UI & Simulation
got some sub components.
hot patch