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551 lines (521 loc) · 36.5 KB
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#include <i18n.h>
#include "hotkeyConfig.h"
#include "preferenceManager.h"
Keys keys;
extern sp::io::Keybinding fullscreen_key;
// Cinematic view binds
Keys::CinematicKeys::CinematicKeys() :
toggle_ui("CINEMATIC_TOGGLE_UI", "H"),
toggle_callsigns("CINEMATIC_TOGGLE_CALLSIGNS", "G"),
lock_camera("CINEMATIC_LOCK_CAMERA", "L"),
cycle_camera("CINEMATIC_CYCLE_CAMERA", "C"),
previous_player_ship("CINEMATIC_PREVIOUS_PLAYER_SHIP", "J"),
next_player_ship("CINEMATIC_NEXT_PLAYER_SHIP", "K"),
move_forward("CINEMATIC_MOVE_FORWARD", "W"),
move_backward("CINEMATIC_MOVE_BACKWARD", "S"),
strafe_left("CINEMATIC_STRAFE_LEFT", "A"),
strafe_right("CINEMATIC_STRAFE_RIGHT", "D"),
move_up("CINEMATIC_MOVE_UP", "R"),
move_down("CINEMATIC_MOVE_DOWN", "F"),
rotate_left("CINEMATIC_TILT_LEFT", "Left"),
rotate_right("CINEMATIC_TILT_RIGHT", "Right"),
tilt_down("CINEMATIC_TILT_DOWN", "Down"),
tilt_up("CINEMATIC_TILT_UP", "Up")
{}
void Keys::CinematicKeys::init()
{
const auto localized_category = tr("hotkey_menu", "Cinematic view");
toggle_ui.setLabel(localized_category, tr("hotkey_Cinematic", "Toggle UI"));
toggle_callsigns.setLabel(localized_category, tr("hotkey_Cinematic", "Toggle callsigns"));
lock_camera.setLabel(localized_category, tr("hotkey_Cinematic", "Camera lock"));
cycle_camera.setLabel(localized_category, tr("hotkey_Cinematic", "Camera cycle"));
previous_player_ship.setLabel(localized_category, tr("hotkey_Cinematic", "Cycle previous player ship"));
next_player_ship.setLabel(localized_category, tr("hotkey_Cinematic", "Cycle next player ship"));
move_forward.setLabel(localized_category, tr("hotkey_Cinematic", "Move forward"));
move_backward.setLabel(localized_category, tr("hotkey_Cinematic", "Move backward"));
strafe_left.setLabel(localized_category, tr("hotkey_Cinematic", "Strafe left"));
strafe_right.setLabel(localized_category, tr("hotkey_Cinematic", "Strafe right"));
move_up.setLabel(localized_category, tr("hotkey_Cinematic", "Move up"));
move_down.setLabel(localized_category, tr("hotkey_Cinematic", "Move down"));
rotate_left.setLabel(localized_category, tr("hotkey_Cinematic", "Rotate left"));
rotate_right.setLabel(localized_category, tr("hotkey_Cinematic", "Rotate right"));
tilt_down.setLabel(localized_category, tr("hotkey_Cinematic", "Tilt down"));
tilt_up.setLabel(localized_category, tr("hotkey_Cinematic", "Tilt up"));
}
// Top-down view binds
Keys::TopDownKeys::TopDownKeys() :
toggle_ui("TOPDOWN_TOGGLE_UI", "H"),
toggle_callsigns("TOPDOWN_TOGGLE_CALLSIGNS", "G"),
lock_camera("TOPDOWN_LOCK_CAMERA", "L"),
previous_player_ship("TOPDOWN_PREVIOUS_PLAYER_SHIP", "J"),
next_player_ship("TOPDOWN_NEXT_PLAYER_SHIP", "K"),
pan_up("TOPDOWN_PAN_UP", "W"),
pan_down("TOPDOWN_PAN_DOWN", "S"),
pan_left("TOPDOWN_PAN_LEFT", "A"),
pan_right("TOPDOWN_PAN_RIGHT", "D")
{}
void Keys::TopDownKeys::init()
{
const auto localized_category = tr("hotkey_menu", "Top-down view");
toggle_ui.setLabel(localized_category, tr("hotkey_Topdown", "Toggle UI"));
toggle_callsigns.setLabel(localized_category, tr("hotkey_Topdown", "Toggle callsigns"));
lock_camera.setLabel(localized_category, tr("hotkey_Topdown", "Camera lock"));
previous_player_ship.setLabel(localized_category, tr("hotkey_Topdown", "Cycle previous player ship"));
next_player_ship.setLabel(localized_category, tr("hotkey_Topdown", "Cycle next player ship"));
pan_up.setLabel(localized_category, tr("hotkey_Topdown", "Pan up"));
pan_down.setLabel(localized_category, tr("hotkey_Topdown", "Pan down"));
pan_left.setLabel(localized_category, tr("hotkey_Topdown", "Pan left"));
pan_right.setLabel(localized_category, tr("hotkey_Topdown", "Pan right"));
}
Keys::Keys() :
// General game-wide binds
pause("PAUSE", "P"),
help("HELP", "F1"),
escape("ESCAPE", {"Escape", "Home", "Keypad 7", "AC Back"}),
zoom_in("ZOOM_IN"),
zoom_out("ZOOM_OUT"),
voice_all("VOICE_ALL", "Backspace"),
voice_ship("VOICE_SHIP"),
debug_show_fps("DEBUG_SHOW_FPS", "F10"),
debug_show_timing("DEBUG_SHOW_TIMING", "F11"),
#ifdef DEBUG
debug_show_colliders("DEBUG_SHOW_COLLIDERS", "F12"),
#endif
// Crew screen binds
next_station("STATION_NEXT", "Tab"),
prev_station("STATION_PREVIOUS"),
station_helms("STATION_HELMS", "F2"),
station_weapons("STATION_WEAPONS", "F3"),
station_engineering("STATION_ENGINEERING", "F4"),
station_science("STATION_SCIENCE", "F5"),
station_relay("STATION_RELAY", "F6"),
// Main screen
mainscreen_forward("MAINSCREEN_FORWARD", "Up"),
mainscreen_left("MAINSCREEN_LEFT", "Left"),
mainscreen_right("MAINSCREEN_RIGHT", "Right"),
mainscreen_back("MAINSCREEN_BACK", "Down"),
mainscreen_target("MAINSCREEN_TARGET", "T"),
mainscreen_tactical_radar("MAINSCREEN_TACTICAL", "Tab"),
mainscreen_long_range_radar("MAINSCREEN_LONG_RANGE", "Q"),
mainscreen_strategic_map("MAINSCREEN_STRATEGIC", "W"),
mainscreen_first_person("MAINSCREEN_FIRST_PERSON", "F"),
// Helms crew screen
helms_increase_impulse("HELMS_IMPULSE_INCREASE", "Up"),
helms_increase_impulse_1("HELMS_IMPULSE_INCREASE_1"),
helms_increase_impulse_10("HELMS_IMPULSE_INCREASE_10"),
helms_decrease_impulse("HELMS_IMPULSE_DECREASE", "Down"),
helms_decrease_impulse_1("HELMS_IMPULSE_DECREASE_1"),
helms_decrease_impulse_10("HELMS_IMPULSE_DECREASE_10"),
helms_set_impulse("HELMS_SET_IMPULSE", {"joy:0:axis:1", "gamecontroller:0:axis:lefty"}),
helms_zero_impulse("HELMS_IMPULSE_ZERO", "Space"),
helms_max_impulse("HELMS_IMPULSE_MAX"),
helms_min_impulse("HELMS_IMPULSE_MIN"),
helms_increase_jump_100("HELMS_JUMP_INCREASE_100"),
helms_increase_jump_1k("HELMS_JUMP_INCREASE_1K"),
helms_decrease_jump_100("HELMS_JUMP_DECREASE_100"),
helms_decrease_jump_1k("HELMS_JUMP_DECREASE_1K"),
helms_set_jump("HELMS_SET_JUMP"),
helms_max_jump("HELMS_JUMP_MAX"),
helms_min_jump("HELMS_JUMP_MIN"),
helms_turn_left("HELMS_TURN_LEFT", "Left"),
helms_turn_right("HELMS_TURN_RIGHT", "Right"),
helms_warp0("HELMS_WARP0", "6"),
helms_warp1("HELMS_WARP1", "7"),
helms_warp2("HELMS_WARP2", "8"),
helms_warp3("HELMS_WARP3", "9"),
helms_warp4("HELMS_WARP4", "0"),
helms_warp_max("HELMS_WARP_MAX"),
helms_increase_warp("HELMS_WARP_INCREASE"),
helms_decrease_warp("HELMS_WARP_DECREASE"),
helms_set_warp("HELMS_SET_WARP"),
helms_dock_action("HELMS_DOCK_ACTION", "D"),
helms_dock_request("HELMS_DOCK_REQUEST"),
helms_dock_abort("HELMS_DOCK_ABORT"),
helms_undock("HELMS_UNDOCK"),
helms_increase_jump_distance("HELMS_JUMP_INCREASE", "]"),
helms_decrease_jump_distance("HELMS_JUMP_DECREASE", "["),
helms_execute_jump("HELMS_JUMP_EXECUTE", "\\"),
helms_abort_jump("HELMS_JUMP_ABORT"),
helms_combat_left("HELMS_COMBAT_LEFT"),
helms_combat_right("HELMS_COMBAT_RIGHT"),
helms_combat_boost("HELMS_COMBAT_BOOST"),
// Weapons crew screen
weapons_select_homing("WEAPONS_SELECT_HOMING", "1"),
weapons_select_nuke("WEAPONS_SELECT_NUKE", "2"),
weapons_select_mine("WEAPONS_SELECT_MINE", "3"),
weapons_select_emp("WEAPONS_SELECT_EMP", "4"),
weapons_select_hvli("WEAPONS_SELECT_HVLI", "5"),
weapons_load_tube{{
{"WEAPONS_LOAD_TUBE1"},
{"WEAPONS_LOAD_TUBE2"},
{"WEAPONS_LOAD_TUBE3"},
{"WEAPONS_LOAD_TUBE4"},
{"WEAPONS_LOAD_TUBE5"},
{"WEAPONS_LOAD_TUBE6"},
{"WEAPONS_LOAD_TUBE7"},
{"WEAPONS_LOAD_TUBE8"},
{"WEAPONS_LOAD_TUBE9"},
{"WEAPONS_LOAD_TUBE10"},
{"WEAPONS_LOAD_TUBE11"},
{"WEAPONS_LOAD_TUBE12"},
{"WEAPONS_LOAD_TUBE13"},
{"WEAPONS_LOAD_TUBE14"},
{"WEAPONS_LOAD_TUBE15"},
{"WEAPONS_LOAD_TUBE16"}
}},
weapons_unload_tube{{
{"WEAPONS_UNLOAD_TUBE1"},
{"WEAPONS_UNLOAD_TUBE2"},
{"WEAPONS_UNLOAD_TUBE3"},
{"WEAPONS_UNLOAD_TUBE4"},
{"WEAPONS_UNLOAD_TUBE5"},
{"WEAPONS_UNLOAD_TUBE6"},
{"WEAPONS_UNLOAD_TUBE7"},
{"WEAPONS_UNLOAD_TUBE8"},
{"WEAPONS_UNLOAD_TUBE9"},
{"WEAPONS_UNLOAD_TUBE10"},
{"WEAPONS_UNLOAD_TUBE11"},
{"WEAPONS_UNLOAD_TUBE12"},
{"WEAPONS_UNLOAD_TUBE13"},
{"WEAPONS_UNLOAD_TUBE14"},
{"WEAPONS_UNLOAD_TUBE15"},
{"WEAPONS_UNLOAD_TUBE16"},
}},
weapons_fire_tube{{
{"WEAPONS_FIRE_TUBE1"},
{"WEAPONS_FIRE_TUBE2"},
{"WEAPONS_FIRE_TUBE3"},
{"WEAPONS_FIRE_TUBE4"},
{"WEAPONS_FIRE_TUBE5"},
{"WEAPONS_FIRE_TUBE6"},
{"WEAPONS_FIRE_TUBE7"},
{"WEAPONS_FIRE_TUBE8"},
{"WEAPONS_FIRE_TUBE9"},
{"WEAPONS_FIRE_TUBE10"},
{"WEAPONS_FIRE_TUBE11"},
{"WEAPONS_FIRE_TUBE12"},
{"WEAPONS_FIRE_TUBE13"},
{"WEAPONS_FIRE_TUBE14"},
{"WEAPONS_FIRE_TUBE15"},
{"WEAPONS_FIRE_TUBE16"},
}},
weapons_enemy_next_target("WEAPONS_TARGET_NEXT_ENEMY", "C"),
weapons_enemy_prev_target("WEAPONS_TARGET_PREV_ENEMY"),
weapons_next_target("WEAPONS_TARGET_NEXT", "Z"),
weapons_prev_target("WEAPONS_TARGET_PREV"),
weapons_toggle_shields("WEAPONS_SHIELDS_TOGGLE", "S"),
weapons_enable_shields("WEAPONS_SHIELDS_ENABLE"),
weapons_disable_shields("WEAPONS_SHIELDS_DISABLE"),
weapons_shield_calibration_increase("WEAPONS_SHIELD_CALIBRATION_INCREASE", "."),
weapons_shield_calibration_decrease("WEAPONS_SHIELD_CALIBRATION_DECREASE", ","),
weapons_shield_calibration_start("WEAPONS_SHIELD_CALIBRATION_START", "/"),
weapons_beam_subsystem_target_next("WEAPONS_SUBSYSTEM_TARGET_NEXT", '"'),
weapons_beam_subsystem_target_previous("WEAPONS_SUBSYSTEM_TARGET_PREVIOUS", ";"),
weapons_beam_frequency_increase("WEAPONS_FREQUENCY_INCREASE", "M"),
weapons_beam_frequency_decrease("WEAPONS_FREQUENCY_DECREASE", "N"),
weapons_toggle_aim_lock("WEAPONS_AIM_LOCK_TOGGLE"),
weapons_enable_aim_lock("WEAPONS_AIM_LOCK_ENABLE"),
weapons_disable_aim_lock("WEAPONS_AIM_LOCK_DISABLE"),
weapons_aim_left("WEAPONS_AIM_LEFT", "G"),
weapons_aim_right("WEAPONS_AIM_RIGHT", "H"),
// Science crew screen
science_scan_object("SCIENCE_SCAN_OBJECT", "S"),
science_scan_abort("SCIENCE_SCAN_ABORT", "D"),
science_select_next_scannable("SCIENCE_SELECT_NEXT_SCANNABLE", "C"),
science_select_prev_scannable("SCIENCE_SELECT_PREV_SCANNABLE"),
science_next_target("SCIENCE_TARGET_NEXT"),
science_prev_target("SCIENCE_TARGET_PREV"),
science_enemy_next_target("SCIENCE_TARGET_NEXT_ENEMY"),
science_enemy_prev_target("SCIENCE_TARGET_PREV_ENEMY"),
science_scan_param_increase{{
{"SCIENCE_SCAN_PARAM_INCREASE_1"},
{"SCIENCE_SCAN_PARAM_INCREASE_2"},
{"SCIENCE_SCAN_PARAM_INCREASE_3"},
{"SCIENCE_SCAN_PARAM_INCREASE_4"},
}},
science_scan_param_decrease{{
{"SCIENCE_SCAN_PARAM_DECREASE_1"},
{"SCIENCE_SCAN_PARAM_DECREASE_2"},
{"SCIENCE_SCAN_PARAM_DECREASE_3"},
{"SCIENCE_SCAN_PARAM_DECREASE_4"},
}},
science_scan_param_set{{
{"SCIENCE_SCAN_PARAM_SET_1"},
{"SCIENCE_SCAN_PARAM_SET_2"},
{"SCIENCE_SCAN_PARAM_SET_3"},
{"SCIENCE_SCAN_PARAM_SET_4"},
}},
// Engineering crew screen
engineering_select_system{
{"ENGINEERING_SELECT_SYSTEM_REACTOR", "1"},
{"ENGINEERING_SELECT_SYSTEM_BEAM_WEAPONS", "2"},
{"ENGINEERING_SELECT_SYSTEM_MISSILE", "3"},
{"ENGINEERING_SELECT_SYSTEM_MANEUVERING", "4"},
{"ENGINEERING_SELECT_SYSTEM_IMPULSE", "5"},
{"ENGINEERING_SELECT_SYSTEM_WARP", "6"},
{"ENGINEERING_SELECT_SYSTEM_JUMP_DRIVE", "7"},
{"ENGINEERING_SELECT_SYSTEM_FRONT_SHIELD", "8"},
{"ENGINEERING_SELECT_SYSTEM_READ_SHIELD", "9"},
},
engineering_select_system_next("ENGINEERING_SELECT_SYSTEM_NEXT", "Keypad +"),
engineering_select_system_prev("ENGINEERING_SELECT_SYSTEM_PREV", "Keypad -"),
engineering_set_power_000("ENGINEERING_POWER_000"),
engineering_set_power_030("ENGINEERING_POWER_030"),
engineering_set_power_050("ENGINEERING_POWER_050"),
engineering_set_power_100("ENGINEERING_POWER_100", "\\"),
engineering_set_power_150("ENGINEERING_POWER_150"),
engineering_set_power_200("ENGINEERING_POWER_200"),
engineering_set_power_250("ENGINEERING_POWER_250"),
engineering_set_power_300("ENGINEERING_POWER_300"),
engineering_increase_power("ENGINEERING_POWER_INCREASE", "]"),
engineering_decrease_power("ENGINEERING_POWER_DECREASE", "["),
engineering_set_power("ENGINEERING_POWER_SET"),
engineering_increase_coolant("ENGINEERING_COOLANT_INCREASE", "="),
engineering_decrease_coolant("ENGINEERING_COOLANT_DECREASE", "-"),
engineering_set_coolant("ENGINEERING_COOLANT_SET"),
engineering_next_repair_crew("ENGINEERING_REPAIR_CREW_NEXT", "C"),
engineering_repair_crew_up("ENGINEERING_REPAIR_CREW_UP", "Up"),
engineering_repair_crew_down("ENGINEERING_REPAIR_CREW_DOWN", "Down"),
engineering_repair_crew_left("ENGINEERING_REPAIR_CREW_LEFT", "Left"),
engineering_repair_crew_right("ENGINEERING_REPAIR_CREW_RIGHT", "Right"),
engineering_self_destruct_start("ENGINEERING_SELF_DESTRUCT_START"),
engineering_self_destruct_confirm("ENGINEERING_SELF_DESTRUCT_CONFIRM"),
engineering_self_destruct_cancel("ENGINEERING_SELF_DESTRUCT_CANCEL"),
engineering_set_power_for_system{
{"ENGINEERING_SET_SYSTEM_POWER_REACTOR"},
{"ENGINEERING_SET_SYSTEM_POWER_BEAM_WEAPONS"},
{"ENGINEERING_SET_SYSTEM_POWER_MISSILE"},
{"ENGINEERING_SET_SYSTEM_POWER_MANEUVERING"},
{"ENGINEERING_SET_SYSTEM_POWER_IMPULSE"},
{"ENGINEERING_SET_SYSTEM_POWER_WARP"},
{"ENGINEERING_SET_SYSTEM_POWER_JUMP_DRIVE"},
{"ENGINEERING_SET_SYSTEM_POWER_FRONT_SHIELD"},
{"ENGINEERING_SET_SYSTEM_POWER_READ_SHIELD"},
},
engineering_set_coolant_for_system{
{"ENGINEERING_SET_SYSTEM_COOLANT_REACTOR"},
{"ENGINEERING_SET_SYSTEM_COOLANT_BEAM_WEAPONS"},
{"ENGINEERING_SET_SYSTEM_COOLANT_MISSILE"},
{"ENGINEERING_SET_SYSTEM_COOLANT_MANEUVERING"},
{"ENGINEERING_SET_SYSTEM_COOLANT_IMPULSE"},
{"ENGINEERING_SET_SYSTEM_COOLANT_WARP"},
{"ENGINEERING_SET_SYSTEM_COOLANT_JUMP_DRIVE"},
{"ENGINEERING_SET_SYSTEM_COOLANT_FRONT_SHIELD"},
{"ENGINEERING_SET_SYSTEM_COOLANT_READ_SHIELD"},
},
// Relay crew screen
relay_alert_level_none("RELAY_ALERT_NONE"),
relay_alert_level_yellow("RELAY_ALERT_YELLOW"),
relay_alert_level_red("RELAY_ALERT_RED"),
relay_next_target("RELAY_TARGET_NEXT"),
relay_prev_target("RELAY_TARGET_PREV"),
relay_enemy_next_target("RELAY_TARGET_NEXT_ENEMY"),
relay_enemy_prev_target("RELAY_TARGET_PREV_ENEMY"),
relay_next_hackable("RELAY_TARGET_NEXT_HACKABLE"),
relay_prev_hackable("RELAY_TARGET_PREV_HACKABLE"),
relay_next_probe("RELAY_TARGET_NEXT_PROBE"),
relay_prev_probe("RELAY_TARGET_PREV_PROBE"),
// GM screen
gm_delete("GM_DELETE", "Delete"),
gm_clipboardcopy("GM_CLIPBOARD_COPY", "F5"),
gm_show_callsigns("GM_SHOW_CALLSIGNS", "C"),
// Spectator screen
spectator_show_callsigns("SPECTATOR_SHOW_CALLSIGNS", "C")
{
}
void Keys::init()
{
// Common binds game-wide
pause.setLabel(tr("hotkey_menu", "General"), tr("hotkey_General", "Pause game"));
help.setLabel(tr("hotkey_menu", "General"), tr("hotkey_General", "Show in-game help"));
escape.setLabel(tr("hotkey_menu", "General"), tr("hotkey_General", "Return to ship options menu"));
zoom_in.setLabel(tr("hotkey_menu", "General"), tr("hotkey_General", "Zoom in on zoomable screens"));
zoom_out.setLabel(tr("hotkey_menu", "General"), tr("hotkey_General", "Zoom out on zoomable screens"));
voice_all.setLabel(tr("hotkey_menu", "General"), tr("hotkey_General", "Broadcast voice chat to server"));
voice_ship.setLabel(tr("hotkey_menu", "General"), tr("hotkey_General", "Broadcast voice chat to ship"));
fullscreen_key.setLabel(tr("hotkey_menu", "General"), tr("hotkey_General", "Fullscreen toggle"));
debug_show_fps.setLabel(tr("hotkey_menu", "General"), tr("hotkey_General", "Show FPS"));
debug_show_timing.setLabel(tr("hotkey_menu", "General"), tr("hotkey_General", "Show debug timing"));
#ifdef DEBUG
debug_show_colliders.setLabel(tr("hotkey_menu", "General"), tr("hotkey_General", "Show debug colliders"));
#endif
// Crew screens
next_station.setLabel(tr("hotkey_menu", "Crew screens"), tr("hotkey_CrewScreen", "Switch to next crew screen"));
prev_station.setLabel(tr("hotkey_menu", "Crew screens"), tr("hotkey_CrewScreen", "Switch to previous crew screen"));
station_helms.setLabel(tr("hotkey_menu", "Crew screens"), tr("hotkey_CrewScreen", "Switch to helms screen"));
station_weapons.setLabel(tr("hotkey_menu", "Crew screens"), tr("hotkey_CrewScreen", "Switch to weapons screen"));
station_engineering.setLabel(tr("hotkey_menu", "Crew screens"), tr("hotkey_CrewScreen", "Switch to engineering screen"));
station_science.setLabel(tr("hotkey_menu", "Crew screens"), tr("hotkey_CrewScreen", "Switch to science screen"));
station_relay.setLabel(tr("hotkey_menu", "Crew screens"), tr("hotkey_CrewScreen", "Switch to relay screen"));
// Main screen
mainscreen_forward.setLabel(tr("hotkey_menu", "Main screen"), tr("hotkey_MainScreen", "View forward"));
mainscreen_left.setLabel(tr("hotkey_menu", "Main screen"), tr("hotkey_MainScreen", "View left"));
mainscreen_right.setLabel(tr("hotkey_menu", "Main screen"), tr("hotkey_MainScreen", "View right"));
mainscreen_back.setLabel(tr("hotkey_menu", "Main screen"), tr("hotkey_MainScreen", "View backward"));
mainscreen_target.setLabel(tr("hotkey_menu", "Main screen"), tr("hotkey_MainScreen", "Lock view on weapons target"));
mainscreen_tactical_radar.setLabel(tr("hotkey_menu", "Main screen"), tr("hotkey_MainScreen", "View tactical radar"));
mainscreen_long_range_radar.setLabel(tr("hotkey_menu", "Main screen"), tr("hotkey_MainScreen", "View long-range radar"));
mainscreen_strategic_map.setLabel(tr("hotkey_menu", "Main screen"), tr("hotkey_MainScreen", "View strategic map"));
mainscreen_first_person.setLabel(tr("hotkey_menu", "Main screen"), tr("hotkey_MainScreen", "Toggle first-person view"));
// Helms
helms_increase_impulse.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Increase impulse"));
helms_increase_impulse_1.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Increase impulse 1%"));
helms_increase_impulse_10.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Increase impulse 10%"));
helms_decrease_impulse.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Decrease impulse"));
helms_decrease_impulse_1.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Decrease impulse 1%"));
helms_decrease_impulse_10.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Decrease impulse 10%"));
helms_set_impulse.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Set impulse (joystick)"));
helms_zero_impulse.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Zero impulse"));
helms_max_impulse.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Max impulse"));
helms_min_impulse.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Max reverse impulse"));
helms_turn_left.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Turn left"));
helms_turn_right.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Turn right"));
helms_warp0.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Zero warp"));
helms_warp1.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Request warp 1"));
helms_warp2.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Request warp 2"));
helms_warp3.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Request warp 3"));
helms_warp4.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Request warp 4"));
helms_warp_max.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Request max warp"));
helms_increase_warp.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Increase warp request"));
helms_decrease_warp.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Decrease warp request"));
helms_set_warp.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Set warp request (joystick)"));
helms_dock_action.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Dock request/abort/undock"));
helms_dock_request.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Initiate docking"));
helms_dock_abort.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Abort docking"));
helms_undock.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Undock"));
helms_increase_jump_distance.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Increase jump distance"));
helms_decrease_jump_distance.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Decrease jump distance"));
helms_increase_jump_100.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Increase jump distance 0.1U"));
helms_increase_jump_1k.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Increase jump distance 1U"));
helms_decrease_jump_100.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Decrease jump distance 0.1U"));
helms_decrease_jump_1k.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Decrease jump distance 1U"));
helms_set_jump.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Set jump distance (joystick)"));
helms_max_jump.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Maximize jump distance"));
helms_min_jump.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Minimize jump distance"));
helms_execute_jump.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Initiate jump"));
helms_abort_jump.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Abort jump"));
helms_combat_left.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Combat boost left"));
helms_combat_right.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Combat boost right"));
helms_combat_boost.setLabel(tr("hotkey_menu", "Helms"), tr("hotkey_Helms", "Combat boost forwards"));
// Weapons
weapons_select_homing.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Select homing"));
weapons_select_nuke.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Select nuke"));
weapons_select_mine.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Select mine"));
weapons_select_emp.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Select EMP"));
weapons_select_hvli.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Select HVLI"));
for (auto n = 0u; n < weapons_load_tube.size(); n++)
{
weapons_load_tube[n].setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Load tube {number}").format({{"number", string(n + 1)}}));
weapons_unload_tube[n].setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Unload tube {number}").format({{"number", string(n + 1)}}));
weapons_fire_tube[n].setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Fire tube {number}").format({{"number", string(n + 1)}}));
}
weapons_enemy_next_target.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Select next hostile target"));
weapons_enemy_prev_target.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Select previous hostile target"));
weapons_next_target.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Select next target (any)"));
weapons_prev_target.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Select previous target (any)"));
weapons_toggle_shields.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Toggle shields"));
weapons_enable_shields.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Enable shields"));
weapons_disable_shields.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Disable shields"));
weapons_shield_calibration_increase.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Increase shield frequency target"));
weapons_shield_calibration_decrease.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Decrease shield frequency target"));
weapons_shield_calibration_start.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Start shield calibration"));
weapons_beam_subsystem_target_next.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Next beam subsystem target type"));
weapons_beam_subsystem_target_previous.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Previous beam subsystem target type"));
weapons_beam_frequency_increase.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Increase beam frequency"));
weapons_beam_frequency_decrease.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Decrease beam frequency"));
weapons_toggle_aim_lock.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Toggle missile aim lock"));
weapons_enable_aim_lock.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Enable missile aim lock"));
weapons_disable_aim_lock.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Disable missile aim lock"));
weapons_aim_left.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Turn missile aim to the left"));
weapons_aim_right.setLabel(tr("hotkey_menu", "Weapons"), tr("hotkey_Weapons", "Turn missile aim to the right"));
// Science
science_scan_object.setLabel(tr("hotkey_menu", "Science"), tr("hotkey_Science", "Scan object"));
science_scan_abort.setLabel(tr("hotkey_menu", "Science"), tr("hotkey_Science", "Abort scan"));
science_select_next_scannable.setLabel(tr("hotkey_menu", "Science"), tr("hotkey_Science", "Select next scannable object"));
science_select_prev_scannable.setLabel(tr("hotkey_menu", "Science"), tr("hotkey_Science", "Select previous scannable object"));
science_next_target.setLabel(tr("hotkey_menu", "Science"), tr("hotkey_Science", "Select next target (any)"));
science_prev_target.setLabel(tr("hotkey_menu", "Science"), tr("hotkey_Science", "Select previous target (any)"));
science_enemy_next_target.setLabel(tr("hotkey_menu", "Science"), tr("hotkey_Science", "Select next hostile target"));
science_enemy_prev_target.setLabel(tr("hotkey_menu", "Science"), tr("hotkey_Science", "Select previous hostile target"));
for (auto n = 0u; n < science_scan_param_increase.size(); n++)
{
science_scan_param_increase[n].setLabel(tr("hotkey_menu", "Science"), tr("hotkey_Science", "Scanning parameter {number} increase").format({{"number", string(n + 1)}}));
science_scan_param_decrease[n].setLabel(tr("hotkey_menu", "Science"), tr("hotkey_Science", "Scanning parameter {number} decrease").format({{"number", string(n + 1)}}));
science_scan_param_set[n].setLabel(tr("hotkey_menu", "Science"), tr("hotkey_Science", "Set scanning parameter {number} (joystick)").format({{"number", string(n + 1)}}));
}
// Engineering
engineering_select_system[static_cast<int>(ShipSystem::Type::Reactor)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Select reactor system"));
engineering_select_system[static_cast<int>(ShipSystem::Type::BeamWeapons)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Select beam weapon system"));
engineering_select_system[static_cast<int>(ShipSystem::Type::MissileSystem)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Select missile weapon system"));
engineering_select_system[static_cast<int>(ShipSystem::Type::Maneuver)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Select maneuvering system"));
engineering_select_system[static_cast<int>(ShipSystem::Type::Impulse)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Select impulse system"));
engineering_select_system[static_cast<int>(ShipSystem::Type::Warp)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Select warp system"));
engineering_select_system[static_cast<int>(ShipSystem::Type::JumpDrive)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Select jump drive system"));
engineering_select_system[static_cast<int>(ShipSystem::Type::FrontShield)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Select front shields system"));
engineering_select_system[static_cast<int>(ShipSystem::Type::RearShield)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Select rear shields system"));
engineering_select_system_next.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Select next system"));
engineering_select_system_prev.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Select previous system"));
engineering_set_power_000.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set system power to 0%"));
engineering_set_power_030.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set system power to 30%"));
engineering_set_power_050.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set system power to 50%"));
engineering_set_power_100.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set system power to 100%"));
engineering_set_power_150.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set system power to 150%"));
engineering_set_power_200.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set system power to 200%"));
engineering_set_power_250.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set system power to 250%"));
engineering_set_power_300.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set system power to 300%"));
engineering_increase_power.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Increase system power"));
engineering_decrease_power.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Decrease system power"));
engineering_set_power.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set system power (joystick)"));
engineering_increase_coolant.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Increase system coolant"));
engineering_decrease_coolant.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Decrease system coolant"));
engineering_set_coolant.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set system coolant (joystick)"));
engineering_next_repair_crew.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Next repair crew"));
engineering_repair_crew_up.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Crew move up"));
engineering_repair_crew_down.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Crew move down"));
engineering_repair_crew_left.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Crew move left"));
engineering_repair_crew_right.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Crew move right"));
engineering_self_destruct_start.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Start self-destruct"));
engineering_self_destruct_confirm.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Confirm self-destruct"));
engineering_self_destruct_cancel.setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Cancel self-destruct"));
engineering_set_power_for_system[static_cast<int>(ShipSystem::Type::Reactor)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set reactor power (joystick)"));
engineering_set_power_for_system[static_cast<int>(ShipSystem::Type::BeamWeapons)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set beam weapon power (joystick)"));
engineering_set_power_for_system[static_cast<int>(ShipSystem::Type::MissileSystem)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set missile weapon power (joystick)"));
engineering_set_power_for_system[static_cast<int>(ShipSystem::Type::Maneuver)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set maneuvering power (joystick)"));
engineering_set_power_for_system[static_cast<int>(ShipSystem::Type::Impulse)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set impulse power (joystick)"));
engineering_set_power_for_system[static_cast<int>(ShipSystem::Type::Warp)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set warp power (joystick)"));
engineering_set_power_for_system[static_cast<int>(ShipSystem::Type::JumpDrive)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set jump drive power (joystick)"));
engineering_set_power_for_system[static_cast<int>(ShipSystem::Type::FrontShield)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set front shields power (joystick)"));
engineering_set_power_for_system[static_cast<int>(ShipSystem::Type::RearShield)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set rear shields power (joystick)"));
engineering_set_coolant_for_system[static_cast<int>(ShipSystem::Type::Reactor)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set reactor coolant (joystick)"));
engineering_set_coolant_for_system[static_cast<int>(ShipSystem::Type::BeamWeapons)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set beam weapon coolant (joystick)"));
engineering_set_coolant_for_system[static_cast<int>(ShipSystem::Type::MissileSystem)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set missile weapon coolant (joystick)"));
engineering_set_coolant_for_system[static_cast<int>(ShipSystem::Type::Maneuver)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set maneuvering coolant (joystick)"));
engineering_set_coolant_for_system[static_cast<int>(ShipSystem::Type::Impulse)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set impulse coolant (joystick)"));
engineering_set_coolant_for_system[static_cast<int>(ShipSystem::Type::Warp)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set warp coolant (joystick)"));
engineering_set_coolant_for_system[static_cast<int>(ShipSystem::Type::JumpDrive)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set jump drive coolant (joystick)"));
engineering_set_coolant_for_system[static_cast<int>(ShipSystem::Type::FrontShield)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set front shields coolant (joystick)"));
engineering_set_coolant_for_system[static_cast<int>(ShipSystem::Type::RearShield)].setLabel(tr("hotkey_menu", "Engineering"), tr("hotkey_Engineering", "Set rear shields coolant (joystick)"));
// Relay
relay_alert_level_none.setLabel(tr("hotkey_menu", "Relay"), tr("hotkey_Relay", "Alert level: Normal"));
relay_alert_level_yellow.setLabel(tr("hotkey_menu", "Relay"), tr("hotkey_Relay", "Alert level: Yellow"));
relay_alert_level_red.setLabel(tr("hotkey_menu", "Relay"), tr("hotkey_Relay", "Alert level: Red"));
relay_next_target.setLabel(tr("hotkey_menu", "Relay"), tr("hotkey_Relay", "Select next target (any)"));
relay_prev_target.setLabel(tr("hotkey_menu", "Relay"), tr("hotkey_Relay", "Select previous target (any)"));
relay_enemy_next_target.setLabel(tr("hotkey_menu", "Relay"), tr("hotkey_Relay", "Select next hostile target"));
relay_enemy_prev_target.setLabel(tr("hotkey_menu", "Relay"), tr("hotkey_Relay", "Select previous hostile target"));
relay_next_hackable.setLabel(tr("hotkey_menu", "Relay"), tr("hotkey_Relay", "Select next hackable target"));
relay_prev_hackable.setLabel(tr("hotkey_menu", "Relay"), tr("hotkey_Relay", "Select previous hackable target"));
relay_next_probe.setLabel(tr("hotkey_menu", "Relay"), tr("hotkey_Relay", "Select next probe"));
relay_prev_probe.setLabel(tr("hotkey_menu", "Relay"), tr("hotkey_Relay", "Select previous probe"));
// Cinematic view
cinematic.init();
// Top-down view
topdown.init();
// GM screen
gm_delete.setLabel(tr("hotkey_menu", "GM screen"), tr("hotkey_GM", "Delete"));
gm_clipboardcopy.setLabel(tr("hotkey_menu", "GM screen"), tr("hotkey_GM", "Copy to clipboard"));
gm_show_callsigns.setLabel(tr("hotkey_menu", "GM screen"), tr("hotkey_GM", "Show callsigns (GM)"));
// Spectator screen
spectator_show_callsigns.setLabel(tr("hotkey_menu", "Spectator view"), tr("hotkey_Spectator", "Show callsigns (spectator)"));
// Lua console keybind defined in luaConsole.cpp
}