It would also be nice to have hotkeys for these settings.
No need to choose custom ones, should just implement an advanced config text-input or line-by-line input:
No need to choose custom ones, should just implement an advanced config text-input or line-by-line input:
if "context" use "hotkey" for "action"
action can be "do buildmode.xplus" or "context buildmode" or "combo buildmode"
"do" sends a command to the game
"context" is a category which allows you to switch hotkeys depending on combat or mining for example
"combo" switches a category only until a key without any combo action is pressed.
A combo-action can remain in combo-mode by having a button registered twice - for "do …" and "combo …"
's Effort:action can be "do buildmode.xplus" or "context buildmode" or "combo buildmode"
"do" sends a command to the game
"context" is a category which allows you to switch hotkeys depending on combat or mining for example
"combo" switches a category only until a key without any combo action is pressed.
A combo-action can remain in combo-mode by having a button registered twice - for "do …" and "combo …"
* 3 Java-Classes "HotkeyDo, HotkeyContext, HotkeyCombo" implementing the same interface "Hotkey"
* an enumeration for "context" (name translates to number) and a variable keeping the number.
* instanced handlers for hotkeys (1 per context + 1 default) or holding different configs for it.
Everything else is already done or requires standard-skills from a programmer.
Why?* an enumeration for "context" (name translates to number) and a variable keeping the number.
* instanced handlers for hotkeys (1 per context + 1 default) or holding different configs for it.
Everything else is already done or requires standard-skills from a programmer.
Press TW and you get the target in front of you. Just W would be forward thrust.
Press TA and you could get previous target, Just A would be turn/strafe left.
TS could be closest target while S alone is decelerate.
Currently, QE and FR can be rotating around Z and X.
With my suggestion, you could require a shift-combo for confirmation.
It is like with logic blocks. One activation block is only that useful, but combined you gain power.
Press TA and you could get previous target, Just A would be turn/strafe left.
TS could be closest target while S alone is decelerate.
Currently, QE and FR can be rotating around Z and X.
With my suggestion, you could require a shift-combo for confirmation.
It is like with logic blocks. One activation block is only that useful, but combined you gain power.