# Conflicts: # Content.Client/Access/AccessOverlay.cs # Content.Client/Access/UI/IdCardConsoleBoundUserInterface.cs # Content.Client/Access/UI/IdCardConsoleWindow.xaml # Content.Client/Access/UI/IdCardConsoleWindow.xaml.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/AGhost.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Shared/Access/Components/IdCardConsoleComponent.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/RCD/Systems/RCDSystem.cs # Content.Shared/Roles/JobPrototype.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/rcd/components/rcd-component.ftl # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/cola.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/pwrgame.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/shamblersjuice.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/soda.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/spaceup.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/starkist.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/DeviceLinking/sink_ports.yml # Resources/Prototypes/Entities/Clothing/Back/duffel.yml # Resources/Prototypes/Entities/Clothing/Belt/base_clothingbelt.yml # Resources/Prototypes/Entities/Clothing/Neck/misc.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Mobs/Customization/Markings/gauze.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/door.yml # Resources/Prototypes/Entities/Objects/Magic/books.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/metal.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Misc/tiles.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/morgue.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Storage/Tanks/base_structuretanks.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/flowercrown.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertchaplain.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Decals/bricktile.rsi/white_box.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/migration.yml
126 lines
6.8 KiB
C#
126 lines
6.8 KiB
C#
using Content.Shared.Input;
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using Robust.Shared.Input;
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namespace Content.Client.Input
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{
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/// <summary>
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/// Contains a helper function for setting up all content
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/// contexts, and modifying existing engine ones.
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/// </summary>
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public static class ContentContexts
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{
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public static void SetupContexts(IInputContextContainer contexts)
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{
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var common = contexts.GetContext("common");
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common.AddFunction(ContentKeyFunctions.FocusChat);
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common.AddFunction(ContentKeyFunctions.FocusLocalChat);
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common.AddFunction(ContentKeyFunctions.FocusEmote);
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common.AddFunction(ContentKeyFunctions.FocusWhisperChat);
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common.AddFunction(ContentKeyFunctions.FocusRadio);
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common.AddFunction(ContentKeyFunctions.FocusLOOC);
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common.AddFunction(ContentKeyFunctions.FocusOOC);
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common.AddFunction(ContentKeyFunctions.FocusAdminChat);
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common.AddFunction(ContentKeyFunctions.FocusConsoleChat);
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common.AddFunction(ContentKeyFunctions.FocusDeadChat);
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common.AddFunction(ContentKeyFunctions.CycleChatChannelForward);
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common.AddFunction(ContentKeyFunctions.CycleChatChannelBackward);
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common.AddFunction(ContentKeyFunctions.EscapeContext);
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common.AddFunction(ContentKeyFunctions.ExamineEntity);
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common.AddFunction(ContentKeyFunctions.OpenAHelp);
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common.AddFunction(ContentKeyFunctions.TakeScreenshot);
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common.AddFunction(ContentKeyFunctions.TakeScreenshotNoUI);
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common.AddFunction(ContentKeyFunctions.ToggleFullscreen);
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common.AddFunction(ContentKeyFunctions.MoveStoredItem);
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common.AddFunction(ContentKeyFunctions.RotateStoredItem);
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common.AddFunction(ContentKeyFunctions.SaveItemLocation);
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common.AddFunction(ContentKeyFunctions.Point);
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common.AddFunction(ContentKeyFunctions.ZoomOut);
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common.AddFunction(ContentKeyFunctions.ZoomIn);
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common.AddFunction(ContentKeyFunctions.ResetZoom);
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common.AddFunction(ContentKeyFunctions.InspectEntity);
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// Not in engine, because engine cannot check for sanbox/admin status before starting placement.
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common.AddFunction(ContentKeyFunctions.EditorCopyObject);
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// Not in engine because the engine doesn't understand what a flipped object is
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common.AddFunction(ContentKeyFunctions.EditorFlipObject);
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// Not in engine so that the RCD can rotate objects
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common.AddFunction(EngineKeyFunctions.EditorRotateObject);
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var human = contexts.GetContext("human");
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human.AddFunction(EngineKeyFunctions.MoveUp);
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human.AddFunction(EngineKeyFunctions.MoveDown);
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human.AddFunction(EngineKeyFunctions.MoveLeft);
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human.AddFunction(EngineKeyFunctions.MoveRight);
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human.AddFunction(EngineKeyFunctions.Walk);
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human.AddFunction(ContentKeyFunctions.SwapHands);
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human.AddFunction(ContentKeyFunctions.Drop);
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human.AddFunction(ContentKeyFunctions.UseItemInHand);
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human.AddFunction(ContentKeyFunctions.AltUseItemInHand);
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human.AddFunction(ContentKeyFunctions.OpenCharacterMenu);
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human.AddFunction(ContentKeyFunctions.OpenEmotionsMenu);
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human.AddFunction(ContentKeyFunctions.ActivateItemInWorld);
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human.AddFunction(ContentKeyFunctions.ThrowItemInHand);
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human.AddFunction(ContentKeyFunctions.AltActivateItemInWorld);
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human.AddFunction(ContentKeyFunctions.TryPullObject);
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human.AddFunction(ContentKeyFunctions.MovePulledObject);
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human.AddFunction(ContentKeyFunctions.ReleasePulledObject);
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human.AddFunction(ContentKeyFunctions.OpenCraftingMenu);
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human.AddFunction(ContentKeyFunctions.OpenInventoryMenu);
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human.AddFunction(ContentKeyFunctions.SmartEquipBackpack);
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human.AddFunction(ContentKeyFunctions.SmartEquipBelt);
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human.AddFunction(ContentKeyFunctions.OpenBackpack);
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human.AddFunction(ContentKeyFunctions.OpenBelt);
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human.AddFunction(ContentKeyFunctions.MouseMiddle);
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human.AddFunction(ContentKeyFunctions.ArcadeUp);
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human.AddFunction(ContentKeyFunctions.ArcadeDown);
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human.AddFunction(ContentKeyFunctions.ArcadeLeft);
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human.AddFunction(ContentKeyFunctions.ArcadeRight);
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human.AddFunction(ContentKeyFunctions.Arcade1);
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human.AddFunction(ContentKeyFunctions.Arcade2);
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human.AddFunction(ContentKeyFunctions.Arcade3);
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human.AddFunction(ContentKeyFunctions.LieDown); // WD EDIT
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// actions should be common (for ghosts, mobs, etc)
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common.AddFunction(ContentKeyFunctions.OpenActionsMenu);
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foreach (var boundKey in ContentKeyFunctions.GetHotbarBoundKeys())
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{
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common.AddFunction(boundKey);
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}
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var aghost = contexts.New("aghost", "common");
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aghost.AddFunction(EngineKeyFunctions.MoveUp);
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aghost.AddFunction(EngineKeyFunctions.MoveDown);
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aghost.AddFunction(EngineKeyFunctions.MoveLeft);
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aghost.AddFunction(EngineKeyFunctions.MoveRight);
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aghost.AddFunction(EngineKeyFunctions.Walk);
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aghost.AddFunction(ContentKeyFunctions.SwapHands);
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aghost.AddFunction(ContentKeyFunctions.Drop);
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aghost.AddFunction(ContentKeyFunctions.UseItemInHand);
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aghost.AddFunction(ContentKeyFunctions.AltUseItemInHand);
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aghost.AddFunction(ContentKeyFunctions.ActivateItemInWorld);
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aghost.AddFunction(ContentKeyFunctions.ThrowItemInHand);
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aghost.AddFunction(ContentKeyFunctions.AltActivateItemInWorld);
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aghost.AddFunction(ContentKeyFunctions.TryPullObject);
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aghost.AddFunction(ContentKeyFunctions.MovePulledObject);
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aghost.AddFunction(ContentKeyFunctions.ReleasePulledObject);
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var ghost = contexts.New("ghost", "human");
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ghost.AddFunction(EngineKeyFunctions.MoveUp);
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ghost.AddFunction(EngineKeyFunctions.MoveDown);
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ghost.AddFunction(EngineKeyFunctions.MoveLeft);
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ghost.AddFunction(EngineKeyFunctions.MoveRight);
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ghost.AddFunction(EngineKeyFunctions.Walk);
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common.AddFunction(ContentKeyFunctions.OpenEntitySpawnWindow);
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common.AddFunction(ContentKeyFunctions.OpenSandboxWindow);
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common.AddFunction(ContentKeyFunctions.OpenTileSpawnWindow);
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common.AddFunction(ContentKeyFunctions.OpenDecalSpawnWindow);
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common.AddFunction(ContentKeyFunctions.OpenAdminMenu);
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common.AddFunction(ContentKeyFunctions.OpenGuidebook);
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}
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}
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}
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