/
hotkey_assign.lua
1086 lines (993 loc) · 68.4 KB
/
hotkey_assign.lua
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--[[ Copyright (c) 2019 James "leiget" Russell
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE. --]]
--! Customise window used in the main menu and ingame.
class "UIHotkeyAssign" (UIResizable)
---@type UIHotkeyAssign
local UIHotkeyAssign = _G["UIHotkeyAssign"]
local col_bg = {
red = 154,
green = 146,
blue = 198,
}
local col_hotkeybox = {
red = 81,
green = 76,
blue = 150,
}
local col_highlight = {
red = 174,
green = 166,
blue = 218,
}
local col_shadow = {
red = 134,
green = 126,
blue = 178,
}
local col_caption = {
red = 174,
green = 166,
blue = 218,
}
local hotkey_backup = {}
local hotkeys_backedUp = false
local hotkey_buttons = {}
local key_hierarchy = {
"ctrl",
"alt",
"shift",
"gui",
"menu",
"return",
"enter",
"escape",
"backspace",
"tab",
"space",
"!",
"\"",
"#",
"%",
"$",
"&",
"\'",
"(",
")",
"*",
"+",
",",
"-",
".",
"/",
"0",
"1",
"2",
"3",
"4",
"5",
"6",
"7",
"8",
"9",
":",
";",
"<",
"=",
">",
"?",
"@",
"[",
"\\",
"]",
"^",
"_",
"`",
"a",
"b",
"c",
"d",
"e",
"f",
"g",
"h",
"i",
"j",
"k",
"l",
"m",
"n",
"o",
"p",
"q",
"r",
"s",
"t",
"u",
"v",
"w",
"x",
"y",
"z",
"capslock",
"f1",
"f2",
"f3",
"f4",
"f5",
"f6",
"f7",
"f8",
"f9",
"f10",
"f11",
"f12",
"printscreen",
"scrolllock",
"pause",
"insert",
"home",
"pageup",
"delete",
"end",
"pagedown",
"right",
"left",
"down",
"up",
"numlock",
"f13",
"f14",
"f15",
"f16",
"f17",
"f18",
"f19",
"f20",
"f21",
"f22",
"f23",
"f24",
"keypad 0",
"keypad 1",
"keypad 2",
"keypad 3",
"keypad 4",
"keypad 6",
"keypad 7",
"keypad 8",
"keypad 9",
"keypad .",
}
--! Removes qualifiers like left and right from modifier keys
--! e.g. left shift becomes shift.
--!
--!param noted_keys (table) Array of keys to normalize
--!return (table) New array of normalized keys
local function normalize_modifiers(noted_keys)
local res = shallow_clone(noted_keys)
-- Go through the new key table and remove "left" or "right" from any modifier strings.
for k, v in ipairs(res) do
-- Ctrl
if string.find(v, "ctrl", 1, true) then
res[k] = "ctrl"
end
-- Alt
if string.find(v, "alt", 1, true) then
res[k] = "alt"
end
-- Shift
if string.find(v, "shift", 1, true) then
res[k] = "shift"
end
-- GUI
if string.find(v, "gui", 1, true) then
res[k] = "gui"
end
-- MENU
if string.find(v, "menu", 1, true) then
res[k] = "menu"
end
end
return res
end
--! Return an array of the keys from the given array, sorted into a
--! deterministic order.
local function sort_noted_keys(noted_keys)
-- Go through the new noted_keys and order it according to the key hairarchy.
local result = {}
local idx = 1
for _, v1 in ipairs(key_hierarchy) do
for _, v2 in ipairs(noted_keys) do
if v1 == v2 then
result[idx] = v2
idx = idx + 1
end
end
end
return result
end
--! Return an array with the modifier keys removed.
--! Used when assigning the scroll keys.
--!
--!param noted_keys (table) Array of keys to check for modifiers
--!return (table) New array of keys without modifiers
local function remove_modifiers(noted_keys)
local res = shallow_clone(noted_keys)
for k, v in ipairs(res) do
-- Ctrl
if string.find(v, "ctrl", 1, true) then
table.remove(res, k)
end
-- Alt
if string.find(v, "alt", 1, true) then
table.remove(res, k)
end
-- Shift
if string.find(v, "shift", 1, true) then
table.remove(res, k)
end
-- GUI
if string.find(v, "gui", 1, true) then
table.remove(res, k)
end
-- MENU
if string.find(v, "menu", 1, true) then
table.remove(res, k)
end
end
return res
end
--! Determine if the given key sequence is already being used for an action in
--! the app.
--!
--!param keys (table) A sorted array of the key sequence to test
--!param app (App) The App
--!return (boolean,string) Whether the key is used, and if so, for what action
local function is_hotkey_used(keys, app)
-- Find out if there is another hotkey with the same key assignment.
-- Make sure it's not the same key we are currently mapping.
local our_key_str = serialize(keys)
local key_str = ""
-- Go through the app.hotkeys table...
for k, _ in pairs(app.hotkeys) do
if type(app.hotkeys[k]) == "table" then
key_str = serialize(app.hotkeys[k])
elseif type(app.hotkeys[k]) == "string" then
key_str = serialize({app.hotkeys[k]})
end
-- If the key(s) that were pressed match the current key in the "app.hotkey" table...
if our_key_str == key_str then
return true, k
end
end
return false
end
--! Assign the given key sequence to a hotkey.
--!
--! Validates a given key sequence and applies it to the given hotkey.
--! If the key sequence is already used, first swap that hotkey with the given
--! one to prevent duplicates.
--!
--!param hotkey (string) The hotkey to change
--!param hotkey_buttons_table (table) Configuration table of all hotkeys
--!param app (App) The App
local function hotkey_input(hotkey, hotkey_buttons_table, app)
--[[
TODO:
-- Keypad when numlock is off doesn't work correctly.
Seems that keypad input isn't working correctly in ui.lua or something.
Left for future patch.
-- Disable the "global_exitApp" hotkey while assigning hotkeys?
Even when "global_exitApp" isn't added at startup Alt+F4 still abandons program. Why?
-- Modifier keys for other languages necessary?
-- Ex: STRG for german's "CTRL".
]]
local noted_keys = hotkey_buttons_table[hotkey].noted_keys
-- Check if the table even has anything or has too much.
local table_length = #noted_keys
if table_length == 0 or table_length > 4 then
hotkey_buttons_table[hotkey]:abort()
return
end
-- If the noted key input is "enter", "return", or "escape"...
if array_join(noted_keys) == array_join( {"enter"} ) or
array_join(noted_keys) == array_join( {"return"} ) or
array_join(noted_keys) == array_join( {"escape"} ) then
-- Abort, as we don't want the enter or esc key used for anything other
-- than "global_confirm" and "global_cancel".
hotkey_buttons_table[hotkey]:abort()
return
end
noted_keys = normalize_modifiers(noted_keys)
noted_keys = sort_noted_keys(noted_keys)
-- If the current hotkey is a scroll key...
if hotkey == "ingame_scroll_up" or
hotkey == "ingame_scroll_down" or
hotkey == "ingame_scroll_left" or
hotkey == "ingame_scroll_right" then
-- Get rid of any modifiers, as they won't work correctly, anyway.
noted_keys = remove_modifiers(noted_keys)
end
local hotkey_used, hotkey_used_key = is_hotkey_used(noted_keys, app)
-- If this hotkey was used for a different action, swap with current assignment
if hotkey_used and hotkey ~= hotkey_used_key then
app.hotkeys[hotkey_used_key] = shallow_clone(app.hotkeys[hotkey])
if hotkey_buttons_table[hotkey_used_key] then
hotkey_buttons_table[hotkey_used_key]:setText( string.upper(array_join(app.hotkeys[hotkey_used_key], "+")) )
end
end
if #noted_keys == 1 then
noted_keys = noted_keys[1]
end
app.hotkeys[hotkey] = noted_keys
-- If the key is "global_cancel_alt"...
if hotkey == "global_cancel_alt" then
app.hotkeys["global_stop_movie_alt"] = noted_keys
app.hotkeys["global_window_close_alt"] = noted_keys
end
hotkey_buttons_table[hotkey]:setText( string.upper( array_join(app.hotkeys[hotkey], "+") ) )
end
function UIHotkeyAssign:UIHotkeyAssign(ui, mode)
self:UIResizable(ui, 640, 480, col_bg)
local panel_width = 100
local panel_height = 20
local current_pos_x = 1
local current_pos_y = 1
local max_x_pos_step = 3
local max_y_pos_step = 19
-- Panel x position table.
self.panel_pos_table_x = {}
self.panel_pos_table_x[1] = 10
self.panel_pos_table_x[2] = 220
self.panel_pos_table_x[3] = 430
-- Panel y position table.
self.panel_pos_table_y = {}
for i=1, 19, 1 do
self.panel_pos_table_y[i] = (i*20)+20
end
-- Gets the next x position of the hotkey panels.
-- Easier to use than manually putting it all in.
local function get_next_pos_x()
current_pos_x = current_pos_x + 1
if(current_pos_x > max_x_pos_step) then
current_pos_x=max_x_pos_step
end
return current_pos_x
end
-- Gets the next y position for the hotkey panels.
local function get_next_pos_y()
current_pos_y = current_pos_y + 1
if(current_pos_y > max_y_pos_step) then
current_pos_y = 1
get_next_pos_x()
end
return current_pos_y
end
self.ui = ui
self.mode = mode
self.modal_class = mode == "menu" and "main menu" or "options" or "folders"
self.on_top = mode == "menu"
self.esc_closes = true
self.resizable = false
self:setDefaultPosition(0.5, 0.25)
self.default_button_sound = "selectx.wav"
self.app = ui.app
self.hotkey_buttons = hotkey_buttons
if not hotkeys_backedUp then
hotkey_backup = shallow_clone(self.app.hotkeys)
hotkeys_backedUp = true
end
-- Title
self:addBevelPanel(220, 10, 200, 20, col_caption):setLabel(_S.hotkey_window.caption_main)
-- Location of original game
local built_in = self.app.gfx:loadMenuFont()
-- Global Keys
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width*2, panel_height, col_caption):setLabel(_S.hotkey_window.panel_globalKeys)
get_next_pos_y()
-- global_exitApp
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.global_exitApp)
self.hotkey_buttons["global_exitApp"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("global_exitApp") end, nil):setText( string.upper(array_join(ui.app.hotkeys["global_exitApp"], "+")) )
get_next_pos_y()
-- global_resetApp
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.global_resetApp)
self.hotkey_buttons["global_resetApp"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("global_resetApp") end, nil):setText( string.upper(array_join(ui.app.hotkeys["global_resetApp"], "+")) )
get_next_pos_y()
-- global_screenshot
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.global_screenshot)
self.hotkey_buttons["global_screenshot"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("global_screenshot") end, nil):setText( string.upper(array_join(ui.app.hotkeys["global_screenshot"], "+")) )
get_next_pos_y()
-- global_releaseMouse
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.global_releaseMouse)
self.hotkey_buttons["global_releaseMouse"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("global_releaseMouse") end, nil):setText( string.upper(array_join(ui.app.hotkeys["global_releaseMouse"], "+")) )
get_next_pos_y()
-- global_confirm_alt
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.global_confirm_alt)
self.hotkey_buttons["global_confirm_alt"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("global_confirm_alt") end, nil):setText( string.upper(array_join(ui.app.hotkeys["global_confirm_alt"], "+")) )
get_next_pos_y()
-- global_cancel_alt
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.global_cancel_alt)
self.hotkey_buttons["global_cancel_alt"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("global_cancel_alt") end, nil):setText( string.upper(array_join(ui.app.hotkeys["global_cancel_alt"], "+")) )
get_next_pos_y()
-- General In-Game Keys
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width*2, panel_height, col_caption):setLabel(_S.hotkey_window.panel_generalInGameKeys)
get_next_pos_y()
-- ingame_showmenubar
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_showmenubar)
self.hotkey_buttons["ingame_showmenubar"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_showmenubar") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_showmenubar"], "+")) )
get_next_pos_y()
-- ingame_saveMenu
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_saveMenu)
self.hotkey_buttons["ingame_saveMenu"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_saveMenu") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_saveMenu"], "+")) )
get_next_pos_y()
-- ingame_loadMenu
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_loadMenu)
self.hotkey_buttons["ingame_loadMenu"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_loadMenu") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_loadMenu"], "+")) )
get_next_pos_y()
-- ingame_jukebox
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_jukebox)
self.hotkey_buttons["ingame_jukebox"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_jukebox") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_jukebox"], "+")) )
get_next_pos_y()
-- ingame_openFirstMessage
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_openFirstMessage)
self.hotkey_buttons["ingame_openFirstMessage"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_openFirstMessage") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_openFirstMessage"], "+")) )
get_next_pos_y()
-- ingame_quickSave
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_quickSave)
self.hotkey_buttons["ingame_quickSave"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_quickSave") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_quickSave"], "+")) )
get_next_pos_y()
-- ingame_quickLoad
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_quickLoad)
self.hotkey_buttons["ingame_quickLoad"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_quickLoad") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_quickLoad"], "+")) )
get_next_pos_y()
-- ingame_restartLevel
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_restartLevel)
self.hotkey_buttons["ingame_restartLevel"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_restartLevel") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_restartLevel"], "+")) )
get_next_pos_y()
-- ingame_quitLevel
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_quitLevel)
self.hotkey_buttons["ingame_quitLevel"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_quitLevel") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_quitLevel"], "+")) )
get_next_pos_y()
-- Scroll keys.
get_next_pos_y()
get_next_pos_y()
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width*2, panel_height, col_caption):setLabel(_S.hotkey_window.panel_scrollKeys)
get_next_pos_y()
-- ingame_scroll_up
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_scroll_up)
self.hotkey_buttons["ingame_scroll_up"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_scroll_up") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_scroll_up"], "+")) )
get_next_pos_y()
-- ingame_scroll_down
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_scroll_down)
self.hotkey_buttons["ingame_scroll_down"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_scroll_down") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_scroll_down"], "+")) )
get_next_pos_y()
-- ingame_scroll_left
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_scroll_left)
self.hotkey_buttons["ingame_scroll_left"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_scroll_left") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_scroll_left"], "+")) )
get_next_pos_y()
-- ingame_scroll_right
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_scroll_right)
self.hotkey_buttons["ingame_scroll_right"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_scroll_right") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_scroll_right"], "+")) )
get_next_pos_y()
-- ingame_scroll_shift
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_scroll_shift)
self.hotkey_buttons["ingame_scroll_shift"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_scroll_shift") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_scroll_shift"], "+")) )
get_next_pos_y()
-- Zoom Keys
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width*2, panel_height, col_caption):setLabel(_S.hotkey_window.panel_zoomKeys)
get_next_pos_y()
-- ingame_zoom_in
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_zoom_in)
self.hotkey_buttons["ingame_zoom_in"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_zoom_in") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_zoom_in"], "+")) )
get_next_pos_y()
-- ingame_zoom_in_more
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_zoom_in_more)
self.hotkey_buttons["ingame_zoom_in_more"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_zoom_in_more") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_zoom_in_more"], "+")) )
get_next_pos_y()
-- ingame_zoom_out
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_zoom_out)
self.hotkey_buttons["ingame_zoom_out"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_zoom_out") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_zoom_out"], "+")) )
get_next_pos_y()
-- ingame_zoom_out_more
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_zoom_out_more)
self.hotkey_buttons["ingame_zoom_out_more"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_zoom_out_more") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_zoom_out_more"], "+")) )
get_next_pos_y()
-- Game Speed Keys
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width*2, panel_height, col_caption):setLabel(_S.hotkey_window.panel_gameSpeedKeys)
get_next_pos_y()
-- ingame_pause
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_pause)
self.hotkey_buttons["ingame_pause"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_pause") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_pause"], "+")) )
get_next_pos_y()
-- ingame_gamespeed_slowest
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_gamespeed_slowest)
self.hotkey_buttons["ingame_gamespeed_slowest"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_gamespeed_slowest") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_gamespeed_slowest"], "+")) )
get_next_pos_y()
-- ingame_gamespeed_slower
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_gamespeed_slower)
self.hotkey_buttons["ingame_gamespeed_slower"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_gamespeed_slower") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_gamespeed_slower"], "+")) )
get_next_pos_y()
-- ingame_gamespeed_normal
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_gamespeed_normal)
self.hotkey_buttons["ingame_gamespeed_normal"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_gamespeed_normal") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_gamespeed_normal"], "+")) )
get_next_pos_y()
-- ingame_gamespeed_max
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_gamespeed_max)
self.hotkey_buttons["ingame_gamespeed_max"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_gamespeed_max") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_gamespeed_max"], "+")) )
get_next_pos_y()
-- ingame_gamespeed_thensome
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_gamespeed_thensome)
self.hotkey_buttons["ingame_gamespeed_thensome"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_gamespeed_thensome") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_gamespeed_thensome"], "+")) )
get_next_pos_y()
-- ingame_gamespeed_speedup
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_gamespeed_speedup)
self.hotkey_buttons["ingame_gamespeed_speedup"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_gamespeed_speedup") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_gamespeed_speedup"], "+")) )
get_next_pos_y()
-- Misc. In-Game Keys
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width*2, panel_height, col_caption):setLabel(_S.hotkey_window.panel_miscInGameKeys)
get_next_pos_y()
-- ingame_rotateobject
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_rotateobject)
self.hotkey_buttons["ingame_rotateobject"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_rotateobject") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_rotateobject"], "+")) )
get_next_pos_y()
-- ingame_patient_gohome
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_patient_gohome)
self.hotkey_buttons["ingame_patient_gohome"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_patient_gohome") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_patient_gohome"], "+")) )
get_next_pos_y()
-- ingame_setTransparent
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_setTransparent)
self.hotkey_buttons["ingame_setTransparent"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_setTransparent") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_setTransparent"], "+")) )
get_next_pos_y()
-- Toggle Keys
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width*2, panel_height, col_caption):setLabel(_S.hotkey_window.panel_toggleKeys)
get_next_pos_y()
-- ingame_toggleAnnouncements
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_toggleAnnouncements)
self.hotkey_buttons["ingame_toggleAnnouncements"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_toggleAnnouncements") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_toggleAnnouncements"], "+")) )
get_next_pos_y()
-- ingame_toggleSounds
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_toggleSounds)
self.hotkey_buttons["ingame_toggleSounds"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_toggleSounds") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_toggleSounds"], "+")) )
get_next_pos_y()
-- ingame_toggleMusic
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_toggleMusic)
self.hotkey_buttons["ingame_toggleMusic"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_toggleMusic") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_toggleMusic"], "+")) )
get_next_pos_y()
-- ingame_toggleAdvisor
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_toggleAdvisor)
self.hotkey_buttons["ingame_toggleAdvisor"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_toggleAdvisor") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_toggleAdvisor"], "+")) )
get_next_pos_y()
-- ingame_toggleInfo
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_toggleInfo)
self.hotkey_buttons["ingame_toggleInfo"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_toggleInfo") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_toggleInfo"], "+")) )
get_next_pos_y()
if self.ui.app.config.debug then
-- Debug Keys
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width*2, panel_height, col_caption):setLabel(_S.hotkey_window.panel_debugKeys)
get_next_pos_y()
-- global_connectDebugger
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.global_connectDebugger)
self.hotkey_buttons["global_connectDebugger"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("global_connectDebugger") end, nil):setText( string.upper(array_join(ui.app.hotkeys["global_connectDebugger"], "+")) )
get_next_pos_y()
-- global_showLuaConsole
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.global_showLuaConsole)
self.hotkey_buttons["global_showLuaConsole"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("global_showLuaConsole") end, nil):setText( string.upper(array_join(ui.app.hotkeys["global_showLuaConsole"], "+")) )
get_next_pos_y()
-- global_runDebugScript
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.global_runDebugScript)
self.hotkey_buttons["global_runDebugScript"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("global_runDebugScript") end, nil):setText( string.upper(array_join(ui.app.hotkeys["global_runDebugScript"], "+")) )
get_next_pos_y()
-- ingame_showCheatWindow
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_showCheatWindow)
self.hotkey_buttons["ingame_showCheatWindow"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_showCheatWindow") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_showCheatWindow"], "+")) )
get_next_pos_y()
-- ingame_poopLog
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_poopLog)
self.hotkey_buttons["ingame_poopLog"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_poopLog") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_poopLog"], "+")) )
get_next_pos_y()
-- ingame_poopStrings
self:addBevelPanel(self.panel_pos_table_x[current_pos_x], self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_poopStrings)
self.hotkey_buttons["ingame_poopStrings"] = self:addBevelPanel(self.panel_pos_table_x[current_pos_x]+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_poopStrings") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_poopStrings"], "+")) )
get_next_pos_y()
end
-- Toggle keys assignment window.
self:addBevelPanel(self.panel_pos_table_x[1], 385, 200, 40, col_bg):setLabel(_S.hotkey_window.caption_panels)
:makeButton(0, 0, 200, 40, nil, self.toggleButton):setTooltip(_S.tooltip.hotkey_window.caption_panels)
-- Store and recall position assignment window.
self:addBevelPanel(self.panel_pos_table_x[3], 385, 200, 40, col_bg):setLabel(_S.hotkey_window.button_recallPosKeys)
:makeButton(0, 0, 200, 40, nil, self.storeRecallPosButton):setTooltip(_S.tooltip.hotkey_window.button_recallPosKeys)
-- "Accept" button
self:addBevelPanel(10, 430, 180, 40, col_bg):setLabel(_S.hotkey_window.button_accept)
:makeButton(0, 0, 180, 40, nil, self.buttonAccept):setTooltip(_S.tooltip.hotkey_window.button_accept)
-- Reset to defaults button.
self:addBevelPanel(230, 430, 180, 40, col_bg):setLabel(_S.hotkey_window.button_defaults)
:makeButton(0, 0, 180, 40, nil, self.buttonDefaults):setTooltip(_S.tooltip.hotkey_window.button_defaults)
-- "Cancel" button
self:addBevelPanel(450, 430, 180, 40, col_bg):setLabel(_S.hotkey_window.button_cancel)
:makeButton(0, 0, 180, 40, nil, self.buttonCancel):setTooltip(_S.tooltip.hotkey_window.button_cancel)
self.built_in_font = built_in
end
function UIHotkeyAssign:buttonAccept()
self.app:saveHotkeys()
hotkeys_backedUp = false
self:close()
local window = UIOptions(self.ui, "menu")
self.ui:addWindow(window)
end
function UIHotkeyAssign:buttonDefaults()
-- Copy the default hotkeys into the app's current hotkey table.
self.app.hotkeys = shallow_clone(select(5, corsixth.require("config_finder")))
-- Reload all hotkey boxes' text.
for k, _ in pairs(self.hotkey_buttons) do
self.hotkey_buttons[k]:setText( string.upper(array_join(self.app.hotkeys[k], "+")) )
end
end
function UIHotkeyAssign:buttonCancel()
--Reset all keys back to what they were before opening the hotkey window.
self.app.hotkeys = shallow_clone(hotkey_backup)
hotkeys_backedUp = false
self:close()
local window = UIOptions(self.ui, "menu")
self.ui:addWindow(window)
end
function UIHotkeyAssign:close()
UIResizable.close(self)
if self.mode == "menu" then
self.ui:addWindow(UIOptions(self.ui, "menu"))
end
end
function UIHotkeyAssign:toggleButton()
self:close()
local window = UIHotkeyAssign_Panels(self.ui, "menu")
self.ui:addWindow(window)
end
function UIHotkeyAssign:storeRecallPosButton()
self:close()
local window = UIHotkeyAssign_storeRecallPos(self.ui, "menu")
self.ui:addWindow(window)
end
function UIHotkeyAssign:confirm_func(hotkey)
hotkey_input(hotkey, self.hotkey_buttons, self.app)
end
--! Assign panel keys window.
class "UIHotkeyAssign_Panels" (UIResizable)
---@type UIHotkeyAssign_Panels
local UIHotkeyAssign_Panels = _G["UIHotkeyAssign_Panels"]
function UIHotkeyAssign_Panels:UIHotkeyAssign_Panels(ui, mode)
self:UIResizable(ui, 240, 460, col_bg)
local panel_width = 110
local panel_height = 20
local panel_x_pos = 10
local current_pos_y = 1
self.ui = ui
self.mode = mode
self.modal_class = mode == "menu" and "main menu" or "options" or "folders"
self.on_top = mode == "menu"
self.esc_closes = true
self.resizable = false
self:setDefaultPosition(0.5, 0.25)
self.default_button_sound = "selectx.wav"
self.app = ui.app
self.hotkey_buttons = {}
-- Panel y position table.
self.panel_pos_table_y = {}
for i=1, 18, 1 do
self.panel_pos_table_y[i] = (i*20)+20
end
-- Title
self:addBevelPanel(10, 10, 220, 20, col_caption):setLabel(_S.hotkey_window.caption_panels)
-- "Back" button
self:addBevelPanel(10, 410, 220, 40, col_bg):setLabel(_S.hotkey_window.button_back)
:makeButton(0, 0, 220, 40, nil, self.buttonBack):setTooltip(_S.tooltip.hotkey_window.button_back_02)
-- ingame_panel_bankManager
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_panel_bankManager)
self.hotkey_buttons["ingame_panel_bankManager"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_panel_bankManager") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_panel_bankManager"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_panel_bankStats
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_panel_bankStats)
self.hotkey_buttons["ingame_panel_bankStats"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_panel_bankStats") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_panel_bankStats"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_panel_staffManage
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_panel_staffManage)
self.hotkey_buttons["ingame_panel_staffManage"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_panel_staffManage") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_panel_staffManage"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_panel_townMap
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_panel_townMap)
self.hotkey_buttons["ingame_panel_townMap"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_panel_townMap") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_panel_townMap"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_panel_casebook
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_panel_casebook)
self.hotkey_buttons["ingame_panel_casebook"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_panel_casebook") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_panel_casebook"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_panel_research
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_panel_research)
self.hotkey_buttons["ingame_panel_research"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_panel_research") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_panel_research"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_panel_status
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_panel_status)
self.hotkey_buttons["ingame_panel_status"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_panel_status") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_panel_status"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_panel_charts
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_panel_charts)
self.hotkey_buttons["ingame_panel_charts"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_panel_charts") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_panel_charts"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_panel_policy
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_panel_policy)
self.hotkey_buttons["ingame_panel_policy"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_panel_policy") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_panel_policy"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_panel_buildRoom
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_panel_buildRoom)
self.hotkey_buttons["ingame_panel_buildRoom"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_panel_buildRoom") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_panel_buildRoom"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_panel_furnishCorridor
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_panel_furnishCorridor)
self.hotkey_buttons["ingame_panel_furnishCorridor"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_panel_furnishCorridor") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_panel_furnishCorridor"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_panel_editRoom
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_panel_editRoom)
self.hotkey_buttons["ingame_panel_editRoom"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_panel_editRoom") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_panel_editRoom"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_panel_hireStaff
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_panel_hireStaff)
self.hotkey_buttons["ingame_panel_hireStaff"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_panel_hireStaff") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_panel_hireStaff"], "+")) )
current_pos_y = current_pos_y + 1
--
self:addBevelPanel(10, self.panel_pos_table_y[current_pos_y], panel_width*2, panel_height, col_bg):setLabel(_S.hotkey_window.panel_altPanelKeys)
current_pos_y = current_pos_y + 1
-- ingame_panel_map_alt
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_panel_map_alt)
self.hotkey_buttons["ingame_panel_map_alt"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_panel_map_alt") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_panel_map_alt"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_panel_research_alt
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_panel_research_alt)
self.hotkey_buttons["ingame_panel_research_alt"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_panel_research_alt") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_panel_research_alt"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_panel_casebook_alt
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_panel_casebook_alt)
self.hotkey_buttons["ingame_panel_casebook_alt"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_panel_casebook_alt") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_panel_casebook_alt"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_panel_casebook_alt02
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_panel_casebook_alt02)
self.hotkey_buttons["ingame_panel_casebook_alt02"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_panel_casebook_alt02") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_panel_casebook_alt02"], "+")) )
end
function UIHotkeyAssign_Panels:close()
UIResizable.close(self)
if self.mode == "menu" then
self.ui:addWindow(UIHotkeyAssign(self.ui, "menu"))
end
end
function UIHotkeyAssign_Panels:buttonBack()
self:close()
local window = UIHotkeyAssign(self.ui, "menu")
self.ui:addWindow(window)
end
function UIHotkeyAssign_Panels:confirm_func(hotkey)
hotkey_input(hotkey, self.hotkey_buttons, self.app)
end
--! Customise window used in the main menu and ingame.
class "UIHotkeyAssign_storeRecallPos" (UIResizable)
---@type UIHotkeyAssign_storeRecallPos
local UIHotkeyAssign_storeRecallPos = _G["UIHotkeyAssign_storeRecallPos"]
function UIHotkeyAssign_storeRecallPos:UIHotkeyAssign_storeRecallPos(ui, mode)
self:UIResizable(ui, 440, 320, col_bg)
local panel_width = 100
local panel_height = 20
local panel_x_pos = 10
local current_pos_y = 1
self.ui = ui
self.mode = mode
self.modal_class = mode == "menu" and "main menu" or "options" or "folders"
self.on_top = mode == "menu"
self.esc_closes = true
self.resizable = false
self:setDefaultPosition(0.5, 0.25)
self.default_button_sound = "selectx.wav"
self.app = ui.app
self.hotkey_buttons = {}
-- Panel y position table.
self.panel_pos_table_y = {}
for i=1, 11, 1 do
self.panel_pos_table_y[i] = (i*20)+20
end
-- Title
self:addBevelPanel(10, 10, 420, panel_height, col_caption):setLabel(_S.hotkey_window.panel_recallPosKeys)
-- "Back" button
self:addBevelPanel(10, 270, 420, 40, col_bg):setLabel(_S.hotkey_window.button_back)
:makeButton(0, 0, 420, 40, nil, self.buttonBack):setTooltip(_S.tooltip.hotkey_window.button_back_02)
-- Store Position Panel
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], 200, panel_height, col_caption):setLabel(_S.hotkey_window.panel_storePosKey)
current_pos_y = current_pos_y + 1
-- ingame_storePosition_1
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_storePosition_1)
self.hotkey_buttons["ingame_storePosition_1"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_storePosition_1") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_storePosition_1"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_storePosition_2
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_storePosition_2)
self.hotkey_buttons["ingame_storePosition_2"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_storePosition_2") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_storePosition_2"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_storePosition_3
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_storePosition_3)
self.hotkey_buttons["ingame_storePosition_3"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_storePosition_3") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_storePosition_3"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_storePosition_4
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_storePosition_4)
self.hotkey_buttons["ingame_storePosition_4"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_storePosition_4") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_storePosition_4"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_storePosition_5
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_storePosition_5)
self.hotkey_buttons["ingame_storePosition_5"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_storePosition_5") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_storePosition_5"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_storePosition_6
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_storePosition_6)
self.hotkey_buttons["ingame_storePosition_6"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_storePosition_6") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_storePosition_6"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_storePosition_7
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_storePosition_7)
self.hotkey_buttons["ingame_storePosition_7"] = self:addBevelPanel(panel_x_pos+panel_width, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_hotkeybox, col_highlight, col_shadow)
:makeHotkeyBox(function() self:confirm_func("ingame_storePosition_7") end, nil):setText( string.upper(array_join(ui.app.hotkeys["ingame_storePosition_7"], "+")) )
current_pos_y = current_pos_y + 1
-- ingame_storePosition_8
self:addBevelPanel(panel_x_pos, self.panel_pos_table_y[current_pos_y], panel_width, panel_height, col_shadow, col_bg, col_bg) : setLabel(_S.hotkey_window.ingame_storePosition_8)