Keybinds editor

This commit is contained in:
2026-06-24 19:24:06 +02:00
parent 5908200bc4
commit 34758bb21d
18 changed files with 2157 additions and 92 deletions

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@@ -0,0 +1,193 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Avalonia;
using Avalonia.Controls;
using Avalonia.Input;
using Avalonia.Input.Platform;
using Avalonia.Layout;
using Avalonia.Media;
using StarterNG.Classes;
namespace StarterNG.Views;
/// <summary>
/// Right-click menu shared by the consist lists (the "Vehicles" list in Scenarios
/// and the "Map consists" list in the depot). Offers: save to warehouse, load from
/// warehouse (each entry deletable via an "✕"), copy/paste via the clipboard, and -
/// when <c>removeAll</c> is supplied - clearing the consist (Shift+Delete).
/// </summary>
public static class ConsistContextMenu
{
/// <param name="owner">Control the menu/flyouts anchor to (for clipboard + popups).</param>
/// <param name="getTarget">Supplies the trainset to act on when the menu opens.</param>
/// <param name="applyVehicles">Replaces the target's vehicles and refreshes the view.</param>
/// <param name="removeAll">When non-null, adds a "remove all vehicles" entry.</param>
public static ContextMenu Build(
Control owner,
Func<Trainset?> getTarget,
Action<List<Dynamic>> applyVehicles,
Action? removeAll = null)
{
var menu = new ContextMenu();
// Rebuild the entries each time it opens so the warehouse list stays fresh.
menu.Opening += (_, _) => Populate(menu, owner, getTarget, applyVehicles, removeAll);
return menu;
}
private static void Populate(ContextMenu menu, Control owner,
Func<Trainset?> getTarget, Action<List<Dynamic>> applyVehicles, Action? removeAll)
{
menu.Items.Clear();
var target = getTarget();
bool hasVehicles = target is { Vehicles.Count: > 0 };
// ── Save current consist to the warehouse ──────────────────────────────
var save = new MenuItem { Header = App.Loc["PresetSave"], IsEnabled = hasVehicles };
save.Click += (_, _) => ShowSaveFlyout(owner, target);
menu.Items.Add(save);
// ── Load from the warehouse (submenu; each entry deletable) ────────────
var load = new MenuItem { Header = App.Loc["PresetLoad"] };
var presets = PresetStore.All();
if (presets.Count == 0)
{
load.Items.Add(new MenuItem { Header = App.Loc["PresetEmpty"], IsEnabled = false });
}
else
{
foreach (var preset in presets)
load.Items.Add(BuildPresetItem(menu, preset, applyVehicles));
}
menu.Items.Add(load);
menu.Items.Add(new Separator());
// ── Clipboard (full trainset text) ─────────────────────────────────────
var copy = new MenuItem { Header = App.Loc["ConsistCopy"], IsEnabled = hasVehicles };
copy.Click += async (_, _) =>
{
if (target != null && TopLevel.GetTopLevel(owner)?.Clipboard is { } cb)
await cb.SetTextAsync(ConsistText.Serialize(target));
};
menu.Items.Add(copy);
var paste = new MenuItem { Header = App.Loc["ConsistPaste"] };
paste.Click += async (_, _) =>
{
if (TopLevel.GetTopLevel(owner)?.Clipboard is not { } cb)
return;
string? text = await cb.TryGetTextAsync();
var vehicles = ConsistText.VehiclesFrom(text);
if (vehicles != null)
applyVehicles(vehicles);
};
menu.Items.Add(paste);
// ── Remove all vehicles (depot only) ───────────────────────────────────
if (removeAll != null)
{
menu.Items.Add(new Separator());
var clear = new MenuItem
{
Header = App.Loc["ConsistRemoveAll"],
InputGesture = new KeyGesture(Key.Delete, KeyModifiers.Shift),
IsEnabled = hasVehicles
};
clear.Click += (_, _) => removeAll();
menu.Items.Add(clear);
}
}
// A warehouse entry: the name loads the preset on click, the trailing "✕"
// deletes it from the warehouse.
private static MenuItem BuildPresetItem(ContextMenu menu, TrainsetPreset preset,
Action<List<Dynamic>> applyVehicles)
{
var del = new Button
{
Content = "✕",
Padding = new Thickness(6, 0),
MinWidth = 0,
Foreground = new SolidColorBrush(Color.Parse("#D05050"))
};
del.Classes.Add("Basic");
ToolTip.SetTip(del, App.Loc["PresetDelete"]);
del.Click += (_, e) =>
{
e.Handled = true; // don't let the click also load the preset
PresetStore.Delete(preset.Name);
menu.Close(); // reopen to see the updated warehouse
};
var label = new TextBlock { Text = preset.Name, VerticalAlignment = VerticalAlignment.Center };
var dock = new DockPanel { MinWidth = 180 };
DockPanel.SetDock(del, Dock.Right);
dock.Children.Add(del);
dock.Children.Add(label);
var item = new MenuItem { Header = dock };
item.Click += (_, _) =>
{
var vehicles = ConsistText.VehiclesFrom(preset.Entry);
if (vehicles != null)
applyVehicles(vehicles);
};
return item;
}
// Small popup to name the preset before saving it to the warehouse.
private static void ShowSaveFlyout(Control owner, Trainset? target)
{
if (target is null || target.Vehicles.Count == 0)
return;
var nameBox = new TextBox
{
Watermark = App.Loc["PresetNamePrompt"],
Text = DefaultName(target),
MinWidth = 220
};
var ok = new Button { Content = App.Loc["PresetSave"], HorizontalAlignment = HorizontalAlignment.Right };
ok.Classes.Add("Flat");
ok.Classes.Add("Accent");
var panel = new StackPanel { Spacing = 6, Margin = new Thickness(8), MinWidth = 240 };
panel.Children.Add(new TextBlock
{
Text = App.Loc["PresetNamePrompt"], FontWeight = FontWeight.Bold, FontSize = 12
});
panel.Children.Add(nameBox);
panel.Children.Add(ok);
var flyout = new Flyout { Content = panel };
void Commit()
{
PresetStore.Save(nameBox.Text, ConsistText.Serialize(target));
flyout.Hide();
}
ok.Click += (_, _) => Commit();
nameBox.KeyDown += (_, e) =>
{
if (e.Key == Key.Enter)
{
e.Handled = true;
Commit();
}
};
flyout.ShowAt(owner, showAtPointer: true);
nameBox.Focus();
nameBox.SelectAll();
}
private static string DefaultName(Trainset trainset)
{
string joined = string.Join(" + ", trainset.Vehicles.Select(v => v.Name));
return joined.Length > 40 ? joined[..40] : joined;
}
}

View File

@@ -69,7 +69,8 @@
<TextBlock Name="mapSceneryLabel" DockPanel.Dock="Top" FontSize="12"
Opacity="0.8" Margin="0,0,0,6" TextTrimming="CharacterEllipsis" />
<ListBox Name="sceneryConsistList" Classes="Compact"
SelectionChanged="SceneryConsistList_OnSelectionChanged" />
SelectionChanged="SceneryConsistList_OnSelectionChanged"
KeyDown="SceneryConsistList_OnKeyDown" />
</DockPanel>
</HeaderedContentControl>

View File

@@ -35,6 +35,9 @@ public partial class Depot : UserControl
private readonly Cursor _hand = new(StandardCursorType.Hand);
private int _nameCounter;
// shared RNG for the "random load / random amount" consist tools
private static readonly Random _rng = new();
// suppresses combo SelectionChanged handlers while we populate them
private bool _suppress;
@@ -557,9 +560,16 @@ public partial class Depot : UserControl
var entry = new ListBoxItem
{
Content = ConsistText(trainset),
Content = ConsistLabel(trainset),
Tag = trainset
};
// right-click: warehouse save/load, clipboard copy/paste, clear-all
var ts = trainset;
entry.ContextMenu = ConsistContextMenu.Build(
entry,
() => ts,
vehicles => ApplyConsist(ts, vehicles),
() => RemoveAllVehicles(ts));
sceneryConsistList.Items.Add(entry);
if (ReferenceEquals(trainset, AppState.Instance.CurrentTrainset))
@@ -581,8 +591,43 @@ public partial class Depot : UserControl
LoadTrainset(trainset);
}
// Shift+Delete clears the selected scenery consist (same as the context-menu
// "remove all vehicles" entry).
private void SceneryConsistList_OnKeyDown(object? sender, KeyEventArgs e)
{
if (e.Key == Key.Delete && e.KeyModifiers.HasFlag(KeyModifiers.Shift) &&
sceneryConsistList.SelectedItem is ListBoxItem { Tag: Trainset trainset } &&
trainset.Vehicles.Count > 0)
{
RemoveAllVehicles(trainset);
e.Handled = true;
}
}
// Replaces a scenery consist's vehicles (from a warehouse preset or a pasted
// clipboard consist), keeping the consist's map slot (name/track/offset), then
// loads it into the editor and refreshes the list.
private void ApplyConsist(Trainset target, List<Dynamic> vehicles)
{
target.Vehicles = vehicles;
AppState.Instance.CurrentScenery = _listScenery;
AppState.Instance.CurrentTrainset = target;
LoadTrainset(target);
PopulateSceneryConsists();
}
// Clears every vehicle from a scenery consist.
private void RemoveAllVehicles(Trainset target)
{
target.Vehicles = new List<Dynamic>();
AppState.Instance.CurrentScenery = _listScenery;
AppState.Instance.CurrentTrainset = target;
LoadTrainset(target);
PopulateSceneryConsists();
}
// Plain-text label for a scenery consist (no thumbnails).
private static string ConsistText(Trainset trainset)
private static string ConsistLabel(Trainset trainset)
{
string text = string.Join(" + ", trainset.Vehicles.Select(v => v.SkinFile));
if (string.IsNullOrWhiteSpace(text))
@@ -928,12 +973,9 @@ public partial class Depot : UserControl
// highlight this vehicle's entry there
SelectInBrowser(item.Cars[0]);
};
// right-click a vehicle to set its wagon number (node "#<n>" suffix)
card.ContextRequested += (_, args) =>
{
ShowWagonNumberFlyout(card, item.Cars[0]);
args.Handled = true;
};
// right-click a vehicle: wagon number + load actions (copy load from the
// previous vehicle, fill to the maximum possible load)
card.ContextMenu = BuildCardMenu(card, item);
return card;
}
@@ -1128,6 +1170,9 @@ public partial class Depot : UserControl
loadsPanel.Children.Clear();
damagePanel.Children.Clear();
// whole-consist load tools sit at the top of the Loads tab, always available
loadsPanel.Children.Add(BuildConsistLoadTools());
if (_selected is null)
{
brakesPanel.Children.Add(DetailHint(App.Loc["SelectVehicleHint"]));
@@ -1141,6 +1186,179 @@ public partial class Depot : UserControl
BuildDamageEditor(_selected);
}
// ---------------------------------------------------------------- load tools
// The per-vehicle right-click menu: wagon number plus the two load shortcuts.
private ContextMenu BuildCardMenu(Control anchor, ConsistItem item)
{
var menu = new ContextMenu();
menu.Opening += (_, _) =>
{
menu.Items.Clear();
var num = new MenuItem { Header = App.Loc["WagonNumber"] };
num.Click += (_, _) => ShowWagonNumberFlyout(anchor, item.Cars[0]);
menu.Items.Add(num);
menu.Items.Add(new Separator());
var copyPrev = new MenuItem
{
Header = App.Loc["LoadCopyPrev"],
IsEnabled = _consist.IndexOf(item) > 0
};
copyPrev.Click += (_, _) => CopyLoadFromPrevious(item);
menu.Items.Add(copyPrev);
var max = new MenuItem
{
Header = App.Loc["LoadMax"],
IsEnabled = IsLoadable(item)
};
max.Click += (_, _) => SetUnitMaxLoad(item);
menu.Items.Add(max);
};
return menu;
}
// Button bar that applies a load operation to every vehicle in the consist.
private Control BuildConsistLoadTools()
{
var panel = new StackPanel { Spacing = 4, Margin = new Thickness(0, 0, 0, 4) };
panel.Children.Add(new TextBlock
{
Text = App.Loc["ConsistLoadTools"], FontWeight = FontWeight.Bold, FontSize = 12
});
var row = new WrapPanel { Orientation = Orientation.Horizontal };
row.Children.Add(LoadToolButton(App.Loc["ConsistRandomType"], RandomLoadTypeForConsist));
row.Children.Add(LoadToolButton(App.Loc["ConsistMaxAmount"], MaxAmountForConsist));
row.Children.Add(LoadToolButton(App.Loc["ConsistRandomAmount"], RandomAmountForConsist));
panel.Children.Add(row);
return panel;
}
private Button LoadToolButton(string text, Action onClick)
{
var b = new Button
{
Content = text, FontSize = 11, Margin = new Thickness(0, 0, 4, 4),
Padding = new Thickness(8, 3), Cursor = _hand,
IsEnabled = _consist.Count > 0
};
b.Classes.Add("Flat");
b.Click += (_, _) => onClick();
return b;
}
// True when the unit's lead car can actually carry cargo.
private bool IsLoadable(ConsistItem item)
{
var p = PhysicsFor(item.Cars[0]);
return p != null && (p.MaxLoad > 0 || !string.IsNullOrWhiteSpace(p.LoadAccepted));
}
// The largest cargo this car accepts (.fiz MaxLoad), 1000 as a fallback for a
// car that lists accepted cargo but no explicit maximum, 0 when it can't load.
private int MaxLoadFor(Dynamic car)
{
var p = PhysicsFor(car);
if (p == null) return 0;
if (p.MaxLoad > 0) return p.MaxLoad;
return string.IsNullOrWhiteSpace(p.LoadAccepted) ? 0 : 1000;
}
// Cargo types this car accepts (.fiz LoadAccepted), else the global list.
private List<string> AcceptedTypesFor(Dynamic car)
{
var p = PhysicsFor(car);
if (p != null && !string.IsNullOrWhiteSpace(p.LoadAccepted))
return p.LoadAccepted.Split(',', ';').Select(s => s.Trim()).Where(s => s.Length > 0).ToList();
return LoadTypes().ToList();
}
// Copies the previous unit's load (type + amount) onto this unit, clamped to
// each car's own maximum.
private void CopyLoadFromPrevious(ConsistItem item)
{
int idx = _consist.IndexOf(item);
if (idx <= 0) return;
var source = _consist[idx - 1].Cars[0];
foreach (var c in item.Cars)
{
int max = MaxLoadFor(c);
c.LoadType = max > 0 ? source.LoadType : null;
c.LoadCount = max > 0 ? Math.Min(source.LoadCount, max) : 0;
if (c.LoadCount > 0) c.HasVelocity = true;
}
RebuildConsist();
}
// Fills one unit's cars to their maximum load (keeping the cargo type, or
// assigning the first accepted one when none is set yet).
private void SetUnitMaxLoad(ConsistItem item)
{
foreach (var c in item.Cars)
FillToMax(c);
RebuildConsist();
}
// Random cargo type for every loadable car in the consist, filled to the max.
private void RandomLoadTypeForConsist()
{
foreach (var c in _consist.SelectMany(u => u.Cars))
{
int max = MaxLoadFor(c);
if (max <= 0) continue;
var types = AcceptedTypesFor(c);
if (types.Count == 0) continue;
c.LoadType = types[_rng.Next(types.Count)];
c.LoadCount = max;
c.HasVelocity = true;
}
RebuildConsist();
}
// Every loadable car in the consist filled to its maximum.
private void MaxAmountForConsist()
{
foreach (var c in _consist.SelectMany(u => u.Cars))
FillToMax(c);
RebuildConsist();
}
// Random amount (per car) for every loadable car in the consist, keeping the
// cargo type (assigning the first accepted one when none is set). Lets you roll
// a different tonnage for each wagon with one click.
private void RandomAmountForConsist()
{
foreach (var c in _consist.SelectMany(u => u.Cars))
{
int max = MaxLoadFor(c);
if (max <= 0) continue;
if (string.IsNullOrEmpty(c.LoadType))
c.LoadType = AcceptedTypesFor(c).FirstOrDefault();
if (string.IsNullOrEmpty(c.LoadType)) continue;
int min = Math.Max(1, max / 10);
c.LoadCount = _rng.Next(min, max + 1);
c.HasVelocity = true;
}
RebuildConsist();
}
// Fills a single car to its maximum load (no-op for non-loadable cars).
private void FillToMax(Dynamic car)
{
int max = MaxLoadFor(car);
if (max <= 0) return;
if (string.IsNullOrEmpty(car.LoadType))
car.LoadType = AcceptedTypesFor(car).FirstOrDefault();
if (string.IsNullOrEmpty(car.LoadType)) return;
car.LoadCount = max;
car.HasVelocity = true;
}
private static TextBlock DetailHint(string text) => new()
{
Text = text, Opacity = 0.6, FontSize = 12, TextWrapping = TextWrapping.Wrap

View File

@@ -21,8 +21,15 @@
<HeaderedContentControl Grid.Column="0" Grid.Row="0" Theme="{StaticResource GroupBox}"
Classes="Compact"
Header="{Binding [Sceneries], Source={x:Static starterNg:App.Loc}}">
<TreeView Name="sceneryList" Classes="Compact"
SelectionChanged="SceneryList_OnSelectionChanged" />
<DockPanel LastChildFill="True">
<ToggleSwitch DockPanel.Dock="Bottom" Name="archivalSwitch"
Margin="2,4,0,0" FontSize="11"
IsCheckedChanged="ArchivalSwitch_OnChanged"
OnContent="{Binding [ShowArchival], Source={x:Static starterNg:App.Loc}}"
OffContent="{Binding [ShowArchival], Source={x:Static starterNg:App.Loc}}" />
<TreeView Name="sceneryList" Classes="Compact"
SelectionChanged="SceneryList_OnSelectionChanged" />
</DockPanel>
</HeaderedContentControl>
<!-- Centre: trainsets list (compact, fills) + description/weather/timetable tabs -->
@@ -34,8 +41,19 @@
<HeaderedContentControl Grid.Row="0" Theme="{StaticResource GroupBox}"
Header="{Binding [Vehicles], Source={x:Static starterNg:App.Loc}}">
<ListBox Name="vehicleList" Classes="Compact"
SelectionChanged="VehicleList_OnSelectionChanged" />
<DockPanel LastChildFill="True">
<StackPanel DockPanel.Dock="Bottom" Orientation="Horizontal" Spacing="16"
Margin="2,4,0,0">
<CheckBox Name="showAiCheck" FontSize="11"
IsCheckedChanged="VehicleFilter_OnChanged"
Content="{Binding [ShowAiVehicles], Source={x:Static starterNg:App.Loc}}" />
<CheckBox Name="drivableOnlyCheck" FontSize="11"
IsCheckedChanged="VehicleFilter_OnChanged"
Content="{Binding [ShowDrivableOnly], Source={x:Static starterNg:App.Loc}}" />
</StackPanel>
<ListBox Name="vehicleList" Classes="Compact"
SelectionChanged="VehicleList_OnSelectionChanged" />
</DockPanel>
</HeaderedContentControl>
<TabControl Grid.Row="1">

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@@ -27,6 +27,9 @@ public partial class Scenarios : UserControl
// stored Day stays 0 so the scenery keeps using the live date.
private bool _todaySeason;
// suppresses the list-filter handlers while their state is restored at startup
private bool _loadingFilters;
public Scenarios()
{
InitializeComponent();
@@ -34,61 +37,15 @@ public partial class Scenarios : UserControl
// Sceneries are parsed once at startup (behind the splash).
Sceneries = GameData.Instance.Sceneries;
var groupNodes = new Dictionary<string, TreeViewItem>();
var topLevel = new List<TreeViewItem>();
// Restore the persisted list filters before building the tree/list. Guarded
// so assigning IsChecked here doesn't run the rebuild handlers prematurely.
_loadingFilters = true;
showAiCheck.IsChecked = StarterNG.Classes.Settings.Instance.ShowAiVehicles;
drivableOnlyCheck.IsChecked = StarterNG.Classes.Settings.Instance.DrivableOnly;
archivalSwitch.IsChecked = StarterNG.Classes.Settings.Instance.ShowArchivalSceneries;
_loadingFilters = false;
for (int i = 0; i < Sceneries.Count; i++)
{
var scenery = Sceneries[i];
// case 1: no group - put without parent
if (string.IsNullOrEmpty(scenery.Group))
{
topLevel.Add(new TreeViewItem
{
Header = Path.GetFileNameWithoutExtension(scenery.Path),
Tag = i
});
continue;
}
// case 2 - group scenery with others
if (!groupNodes.TryGetValue(scenery.Group, out var groupNode))
{
groupNode = new TreeViewItem
{
Header = scenery.Group,
IsExpanded = false
};
groupNodes[scenery.Group] = groupNode;
topLevel.Add(groupNode);
}
groupNode.Items.Add(new TreeViewItem
{
Header = Path.GetFileNameWithoutExtension(scenery.Path),
Tag = i
});
}
// Sort the scenery tree alphabetically: group folders' inner sceneries
// first, then the top-level (group folders + ungrouped sceneries). The Tag
// keeps each node's original scenery index, so sorting only reorders the
// display - the vehicles/trainsets list stays in scenery order.
foreach (var node in groupNodes.Values)
{
var children = node.Items.Cast<TreeViewItem>()
.OrderBy(c => c.Header as string, StringComparer.OrdinalIgnoreCase)
.ToList();
node.Items.Clear();
foreach (var child in children)
node.Items.Add(child);
}
foreach (var item in topLevel.OrderBy(t => t.Header as string, StringComparer.OrdinalIgnoreCase))
sceneryList.Items.Add(item);
BuildSceneryTree();
// refresh the consist preview when the view is shown again (e.g. after
// editing the consist in the depot). Switching tabs only toggles IsVisible
@@ -110,6 +67,139 @@ public partial class Scenarios : UserControl
RefreshSelectedConsist();
}
// (Re)builds the scenery tree, honouring the "show archival" switch. Archival
// sceneries (those declaring //$a) are skipped when the switch is off; group
// folders that end up empty are omitted. The Tag keeps each node's original
// scenery index, so the vehicles list stays aligned. Top-level nodes and group
// children are sorted alphabetically.
private void BuildSceneryTree()
{
sceneryList.Items.Clear();
bool showArchival = archivalSwitch.IsChecked ?? true;
var groupNodes = new Dictionary<string, TreeViewItem>();
var topLevel = new List<TreeViewItem>();
for (int i = 0; i < Sceneries.Count; i++)
{
var scenery = Sceneries[i];
if (scenery.Archival && !showArchival)
continue;
if (string.IsNullOrEmpty(scenery.Group))
{
topLevel.Add(new TreeViewItem
{
Header = Path.GetFileNameWithoutExtension(scenery.Path),
Tag = i
});
continue;
}
if (!groupNodes.TryGetValue(scenery.Group, out var groupNode))
{
groupNode = new TreeViewItem { Header = scenery.Group, IsExpanded = false };
groupNodes[scenery.Group] = groupNode;
topLevel.Add(groupNode);
}
groupNode.Items.Add(new TreeViewItem
{
Header = Path.GetFileNameWithoutExtension(scenery.Path),
Tag = i
});
}
foreach (var node in groupNodes.Values)
{
var children = node.Items.Cast<TreeViewItem>()
.OrderBy(c => c.Header as string, StringComparer.OrdinalIgnoreCase)
.ToList();
node.Items.Clear();
foreach (var child in children)
node.Items.Add(child);
}
foreach (var item in topLevel.OrderBy(t => t.Header as string, StringComparer.OrdinalIgnoreCase))
sceneryList.Items.Add(item);
}
// Fills the Vehicles list for a scenery, honouring the two filters:
// - "AI vehicles" off hides consists whose //$o description starts with '-';
// - "Drivable only" on hides decoration consists (the //$decor flag).
private void PopulateVehicleList(Scenery scn)
{
vehicleList.Items.Clear();
bool showAi = showAiCheck.IsChecked ?? true;
bool drivableOnly = drivableOnlyCheck.IsChecked ?? true;
for (int i = 0; i < scn.Trainsets.Count; i++)
{
var trainset = scn.Trainsets[i];
string trainsetName = string.Join(" + ", trainset.Vehicles.Select(dyn => dyn.Name));
if (string.IsNullOrWhiteSpace(trainsetName)) continue; // skip empty
if (IsAiTrainset(trainset) && !showAi) continue;
if (trainset.Decor && drivableOnly) continue;
var listItem = new ListBoxItem
{
Content = trainsetName,
Tag = i
};
// right-click: save/load to the warehouse + clipboard copy/paste
listItem.ContextMenu = ConsistContextMenu.Build(
listItem,
() => trainset,
vehicles => ApplyConsist(listItem, trainset, vehicles));
vehicleList.Items.Add(listItem);
}
if (vehicleList.Items.Count > 0)
vehicleList.SelectedIndex = 0;
}
// A computer-driven consist marks its //$o description with a leading '-'.
private static bool IsAiTrainset(Trainset trainset) =>
!string.IsNullOrEmpty(trainset.Description) &&
trainset.Description.TrimStart().StartsWith("-", StringComparison.Ordinal);
// AI/player vehicle filter toggled: persist the choice and rebuild the list
// for the currently selected scenery.
private void VehicleFilter_OnChanged(object? sender, RoutedEventArgs e)
{
if (_loadingFilters) return;
StarterNG.Classes.Settings.Instance.ShowAiVehicles = showAiCheck.IsChecked ?? true;
StarterNG.Classes.Settings.Instance.DrivableOnly = drivableOnlyCheck.IsChecked ?? true;
StarterNG.Classes.Settings.Instance.Save();
if (sceneryList.SelectedItem is TreeViewItem { Tag: int tag } && tag < Sceneries.Count)
PopulateVehicleList(Sceneries[tag]);
}
// Archival-scenery switch toggled: persist the choice and rebuild the tree.
private void ArchivalSwitch_OnChanged(object? sender, RoutedEventArgs e)
{
if (_loadingFilters) return;
StarterNG.Classes.Settings.Instance.ShowArchivalSceneries = archivalSwitch.IsChecked ?? true;
StarterNG.Classes.Settings.Instance.Save();
BuildSceneryTree();
}
// Replaces a consist's vehicles (from a loaded warehouse preset or a pasted
// clipboard consist) and refreshes the row caption / consist preview.
private void ApplyConsist(ListBoxItem item, Trainset trainset, List<Dynamic> vehicles)
{
trainset.Vehicles = vehicles;
item.Content = string.Join(" + ", trainset.Vehicles.Select(d => d.Name));
if (ReferenceEquals(AppState.Instance.CurrentTrainset, trainset))
ShowConsist(trainset);
}
// Rebuilds the caption of each entry in the Vehicles list from its trainset's
// current vehicles, so a consist edited in the depot is reflected here too.
// Selection and order are preserved (only the text is updated).
@@ -144,8 +234,6 @@ public partial class Scenarios : UserControl
return;
}
Scenery selectedScn = Sceneries[tag];
vehicleList.Items.Clear();
// scenery-level info (distinct from the per-consist scenario description)
ShowSceneryInfo(selectedScn);
@@ -155,25 +243,8 @@ public partial class Scenarios : UserControl
missionDescription.Text = "";
timetableContent.Text = App.Loc["NoTimetable"];
// add all trainsets to list
for (int i = 0; i < selectedScn.Trainsets.Count; i++)
{
string trainsetName = string.Join(
" + ",
selectedScn.Trainsets[i].Vehicles.Select(dyn => dyn.Name)
);
if (string.IsNullOrWhiteSpace(trainsetName)) continue; // skip empty
vehicleList.Items.Add(new ListBoxItem
{
Content = trainsetName,
Tag = i
});
}
if (vehicleList.Items.Count > 0)
{
vehicleList.SelectedIndex = 0;
}
// add the (filtered) trainsets to the Vehicles list
PopulateVehicleList(selectedScn);
}
// Shows the selected scenery's description (//$d) and 1:1 image (//$i).

View File

@@ -68,6 +68,14 @@
</ScrollViewer>
</TabItem>
<!-- Controls / key bindings -->
<TabItem Header="{Binding [Controls], Source={x:Static starterNg:App.Loc}}">
<Grid x:Name="ControlsHost" RowDefinitions="Auto,*,Auto" Margin="12">
<!-- Built in code-behind (BuildControlsTab): a search bar, the
scrollable binding list, and the keyboard visualisation. -->
</Grid>
</TabItem>
<!-- Others -->
<TabItem Header="{Binding [Others], Source={x:Static starterNg:App.Loc}}">
<ScrollViewer VerticalScrollBarVisibility="Auto">

View File

@@ -1,11 +1,18 @@
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using Avalonia;
using Avalonia.Controls;
using Avalonia.Controls.Primitives;
using Avalonia.Input;
using Avalonia.Interactivity;
using Avalonia.Layout;
using Avalonia.Markup.Xaml.Styling;
using Avalonia.Media;
using StarterNG.Classes;
// Disambiguate from Avalonia.Input.KeyBinding (a command-input binding) imported above.
using KeyBinding = StarterNG.Classes.KeyBinding;
namespace StarterNG.Views;
@@ -35,6 +42,13 @@ public partial class Settings : UserControl
StarterNG.Classes.Settings.Instance.CaptureFromUi = ReadFromUi;
ApplyToUi();
// Controls tab: load the key bindings and build the editor + on-screen
// keyboard. The tunnelling handler lets us capture a key press before the
// focused button consumes it (Space/Enter would otherwise click it).
KeyboardConfig.Instance.Load();
BuildControlsTab();
AddHandler(KeyDownEvent, OnControlsKeyDown, RoutingStrategies.Tunnel);
}
// ── Settings instance → controls ──────────────────────────────────────
@@ -209,6 +223,7 @@ public partial class Settings : UserControl
{
ReadFromUi();
StarterNG.Classes.Settings.Instance.Save();
KeyboardConfig.Instance.Save();
if (SaveStatus is not null)
SaveStatus.Text = App.Loc["SettingsSaved"];
}
@@ -217,6 +232,10 @@ public partial class Settings : UserControl
{
StarterNG.Classes.Settings.Instance.Load();
ApplyToUi();
CancelCapture();
KeyboardConfig.Instance.Load();
RebuildBindingList();
RebuildKeyboard();
if (SaveStatus is not null)
SaveStatus.Text = string.Empty;
}
@@ -311,4 +330,598 @@ public partial class Settings : UserControl
return i + 1;
return 4; // default → 8x
}
// ══════════════════════════════════════════════════════════════════════
// Controls tab — key-binding editor and on-screen keyboard
// ══════════════════════════════════════════════════════════════════════
private TextBox? _controlsSearch;
private StackPanel? _bindingListPanel;
private StackPanel? _keyboardPanel;
// Binding currently waiting for a key press, and the button that launched it.
private KeyBinding? _capturing;
private Button? _capturingButton;
// On-screen key cells, keyed by token, so colours can be refreshed in place
// (rebuilding the whole keyboard would detach an open assignment flyout).
private readonly Dictionary<string, Grid> _keyCells = new(StringComparer.OrdinalIgnoreCase);
// Guards the assignment flyout's combo boxes against feedback during programmatic updates.
private bool _flyoutLoading;
// State colours (match the legend): unassigned/filler, plain, +shift, +ctrl.
private static readonly IBrush KeyUnassignedBrush = new SolidColorBrush(Color.Parse("#2A3036"));
private static readonly IBrush KeyFillerBrush = new SolidColorBrush(Color.Parse("#21262B"));
private static readonly IBrush KeyPlainBrush = new SolidColorBrush(Color.Parse("#2E9E1F"));
private static readonly IBrush KeyShiftBrush = new SolidColorBrush(Color.Parse("#C9A227"));
private static readonly IBrush KeyCtrlBrush = new SolidColorBrush(Color.Parse("#2D7FD3"));
private static readonly IBrush KeyBorderBrush = new SolidColorBrush(Color.Parse("#3A424A"));
private static readonly IBrush FgBrush = new SolidColorBrush(Color.Parse("#E6E8EA"));
private static readonly IBrush FgDimBrush = new SolidColorBrush(Color.Parse("#9098A0"));
private static readonly IBrush ConflictBrush = new SolidColorBrush(Color.Parse("#E06C5A"));
private const double KeyUnit = 30; // px per relative width unit
private const double KeyHeight = 34;
private const double KeyGap = 4;
private void BuildControlsTab()
{
if (ControlsHost is null)
return;
// Row 0 — search / restore bar.
var topBar = new StackPanel { Orientation = Orientation.Horizontal, Spacing = 8, Margin = new Thickness(0, 0, 0, 8) };
topBar.Children.Add(new TextBlock
{
Text = App.Loc["BindingsHint"],
VerticalAlignment = VerticalAlignment.Center,
Foreground = FgDimBrush
});
_controlsSearch = new TextBox { Width = 240, Watermark = App.Loc["Search"] };
_controlsSearch.TextChanged += (_, _) => RebuildBindingList();
topBar.Children.Add(_controlsSearch);
var restoreBtn = new Button { Content = App.Loc["RestoreDefaults"] };
restoreBtn.Classes.Add("Flat");
restoreBtn.Click += (_, _) =>
{
CancelCapture();
KeyboardConfig.Instance.LoadDefaults();
KeyboardConfig.Instance.Dirty = true;
RebuildBindingList();
RebuildKeyboard();
};
topBar.Children.Add(restoreBtn);
Grid.SetRow(topBar, 0);
ControlsHost.Children.Add(topBar);
// Row 1 — scrollable binding list.
_bindingListPanel = new StackPanel { Spacing = 3 };
var listScroll = new ScrollViewer
{
Content = _bindingListPanel,
VerticalScrollBarVisibility = ScrollBarVisibility.Auto
};
Grid.SetRow(listScroll, 1);
ControlsHost.Children.Add(listScroll);
// Row 2 — legend + on-screen keyboard.
var bottom = new StackPanel { Spacing = 8, Margin = new Thickness(0, 10, 0, 0) };
bottom.Children.Add(BuildLegend());
_keyboardPanel = new StackPanel();
bottom.Children.Add(new ScrollViewer
{
Content = _keyboardPanel,
HorizontalScrollBarVisibility = ScrollBarVisibility.Auto,
VerticalScrollBarVisibility = ScrollBarVisibility.Disabled
});
Grid.SetRow(bottom, 2);
ControlsHost.Children.Add(bottom);
RebuildBindingList();
RebuildKeyboard();
}
// ── binding list ───────────────────────────────────────────────────────
private void RebuildBindingList()
{
if (_bindingListPanel is null)
return;
_bindingListPanel.Children.Clear();
string filter = _controlsSearch?.Text?.Trim().ToLowerInvariant() ?? string.Empty;
var conflicts = ComputeConflicts();
foreach (var b in KeyboardConfig.Instance.Bindings)
{
if (filter.Length > 0 && !MatchesFilter(b, filter))
continue;
_bindingListPanel.Children.Add(BuildBindingRow(b, conflicts));
}
}
private static bool MatchesFilter(KeyBinding b, string filter) =>
b.Command.ToLowerInvariant().Contains(filter) ||
b.Description.ToLowerInvariant().Contains(filter);
private Control BuildBindingRow(KeyBinding b, HashSet<string> conflicts)
{
var grid = new Grid
{
ColumnDefinitions = new ColumnDefinitions("*,Auto,Auto"),
VerticalAlignment = VerticalAlignment.Center
};
var label = new StackPanel { VerticalAlignment = VerticalAlignment.Center };
label.Children.Add(new TextBlock
{
Text = CommandLabel(b),
Foreground = FgBrush,
FontSize = 13,
TextTrimming = TextTrimming.CharacterEllipsis
});
label.Children.Add(new TextBlock
{
Text = b.Command,
Foreground = FgDimBrush,
FontSize = 11,
TextTrimming = TextTrimming.CharacterEllipsis
});
Grid.SetColumn(label, 0);
grid.Children.Add(label);
bool conflict = b.IsAssigned && conflicts.Contains(ComboKey(b));
var comboButton = new Button
{
Content = _capturing == b ? App.Loc["PressKey"] : ComboText(b),
MinWidth = 140,
HorizontalContentAlignment = HorizontalAlignment.Center,
VerticalAlignment = VerticalAlignment.Center,
Foreground = conflict ? ConflictBrush : FgBrush
};
comboButton.Classes.Add("Flat");
if (conflict)
ToolTip.SetTip(comboButton, App.Loc["ConflictTooltip"]);
comboButton.Click += (_, _) => StartCapture(b, comboButton);
Grid.SetColumn(comboButton, 1);
grid.Children.Add(comboButton);
var clearButton = new Button
{
Content = "✕",
Margin = new Thickness(6, 0, 0, 0),
VerticalAlignment = VerticalAlignment.Center
};
clearButton.Classes.Add("Basic");
ToolTip.SetTip(clearButton, App.Loc["ClearBinding"]);
clearButton.Click += (_, _) =>
{
CancelCapture();
b.Shift = b.Ctrl = false;
b.Key = "none";
KeyboardConfig.Instance.Dirty = true;
RebuildBindingList();
RebuildKeyboard();
};
Grid.SetColumn(clearButton, 2);
grid.Children.Add(clearButton);
return new Border
{
Background = KeyUnassignedBrush,
BorderBrush = KeyBorderBrush,
BorderThickness = new Thickness(1),
CornerRadius = new CornerRadius(2),
Padding = new Thickness(8, 4),
Child = grid
};
}
// ── key capture ──────────────────────────────────────────────────────--
private void StartCapture(KeyBinding b, Button button)
{
// Restore the previously listening button, if any, before switching.
if (_capturing is not null && _capturingButton is not null)
_capturingButton.Content = ComboText(_capturing);
_capturing = b;
_capturingButton = button;
button.Content = App.Loc["PressKey"];
button.Focus(); // keep focus inside the view so the tunnel handler sees keys
}
private void CancelCapture()
{
if (_capturing is not null && _capturingButton is not null)
_capturingButton.Content = ComboText(_capturing);
_capturing = null;
_capturingButton = null;
}
private void OnControlsKeyDown(object? sender, KeyEventArgs e)
{
if (_capturing is null)
return;
if (e.Key == Key.Escape)
{
CancelCapture();
e.Handled = true;
return;
}
// Wait for a real key while only modifiers are held.
if (KeyMap.IsModifierKey(e.Key))
return;
string? token = KeyMap.FromInput(e.Key, e.PhysicalKey);
if (token is null)
{
e.Handled = true; // swallow unsupported keys instead of clicking the button
return;
}
_capturing.Shift = e.KeyModifiers.HasFlag(KeyModifiers.Shift);
_capturing.Ctrl = e.KeyModifiers.HasFlag(KeyModifiers.Control);
_capturing.Key = token;
KeyboardConfig.Instance.Dirty = true;
e.Handled = true;
_capturing = null;
_capturingButton = null;
RebuildBindingList();
RebuildKeyboard();
}
// ── on-screen keyboard ───────────────────────────────────────────────--
private void RebuildKeyboard()
{
if (_keyboardPanel is null)
return;
_keyCells.Clear();
_keyboardPanel.Children.Clear();
var states = ComputeKeyStates();
var row = new StackPanel { Orientation = Orientation.Horizontal, Spacing = 16 };
row.Children.Add(BuildKeyBlock(KeyMap.MainBlock, states));
row.Children.Add(BuildKeyBlock(KeyMap.NavBlock, states));
row.Children.Add(BuildKeyBlock(KeyMap.NumpadBlock, states));
_keyboardPanel.Children.Add(row);
}
// Recolours every key in place without rebuilding the tree, so an open
// assignment flyout keeps its anchor.
private void UpdateKeyboardColors()
{
var states = ComputeKeyStates();
foreach (var (token, content) in _keyCells)
{
if (content.Children.Count > 0)
content.Children.RemoveAt(0); // drop the old background, keep the label
content.Children.Insert(0, BuildKeyBackground(token, states));
states.TryGetValue(token, out var state);
ToolTip.SetTip(content, BuildKeyTooltip(token, state));
}
}
private Control BuildKeyBlock(KeyCap[][] rows, Dictionary<string, KeyState> states)
{
var block = new StackPanel { Spacing = KeyGap, VerticalAlignment = VerticalAlignment.Top };
foreach (var rowCaps in rows)
{
var rowPanel = new StackPanel { Orientation = Orientation.Horizontal, Spacing = KeyGap };
foreach (var cap in rowCaps)
rowPanel.Children.Add(BuildKeyCap(cap, states));
block.Children.Add(rowPanel);
}
return block;
}
private Control BuildKeyCap(KeyCap cap, Dictionary<string, KeyState> states)
{
double width = cap.Width * KeyUnit + (cap.Width - 1) * KeyGap;
var content = new Grid { Width = width, Height = KeyHeight };
var keyBorder = new Border
{
BorderBrush = KeyBorderBrush,
BorderThickness = new Thickness(1),
CornerRadius = new CornerRadius(3),
ClipToBounds = true,
Child = content
};
if (cap.Token is null)
{
// Reserved key (Esc, F1-F12, modifiers …): greyed out and not editable.
content.Children.Add(new Border { Background = KeyFillerBrush });
content.Children.Add(new TextBlock
{
Text = cap.Label,
Foreground = FgDimBrush,
FontSize = 9,
HorizontalAlignment = HorizontalAlignment.Center,
VerticalAlignment = VerticalAlignment.Center
});
keyBorder.Opacity = 0.55;
if (!string.IsNullOrEmpty(cap.Label))
ToolTip.SetTip(keyBorder, App.Loc["KbReserved"]);
return keyBorder;
}
string token = cap.Token;
states.TryGetValue(token.ToLowerInvariant(), out var st);
content.Children.Add(BuildKeyBackground(token, states));
content.Children.Add(new TextBlock
{
Text = cap.Label,
Foreground = FgBrush,
FontSize = 10,
FontWeight = FontWeight.SemiBold,
HorizontalAlignment = HorizontalAlignment.Center,
VerticalAlignment = VerticalAlignment.Center
});
ToolTip.SetTip(content, BuildKeyTooltip(token, st));
keyBorder.Cursor = new Cursor(StandardCursorType.Hand);
keyBorder.PointerPressed += (_, _) => ShowKeyFlyout(token, keyBorder);
_keyCells[token] = content;
return keyBorder;
}
private Control BuildKeyBackground(string token, Dictionary<string, KeyState> states)
{
states.TryGetValue(token.ToLowerInvariant(), out var state);
var colours = new List<IBrush>();
if (state is { Plain: true }) colours.Add(KeyPlainBrush);
if (state is { Shift: true }) colours.Add(KeyShiftBrush);
if (state is { Ctrl: true }) colours.Add(KeyCtrlBrush);
if (colours.Count == 0)
return new Border { Background = KeyUnassignedBrush };
var stripes = new UniformGrid { Rows = 1, Columns = colours.Count };
foreach (var c in colours)
stripes.Children.Add(new Border { Background = c });
return stripes;
}
private string BuildKeyTooltip(string token, KeyState? state)
{
string head = KeyMap.DisplayName(token);
if (state is null || state.Tips.Count == 0)
return $"{head}: {App.Loc["KbUnassigned"]}";
return head + "\n" + string.Join("\n", state.Tips);
}
// ── key assignment flyout (one combo per modifier combination) ──────────
private void ShowKeyFlyout(string token, Control anchor)
{
CancelCapture();
var commands = KeyboardConfig.Instance.Bindings;
var items = new List<string> { App.Loc["BindNone"] };
foreach (var c in commands)
items.Add(CommandLabel(c));
var slots = new (bool shift, bool ctrl, string labelKey)[]
{
(false, false, "BindNoMod"),
(true, false, "BindShift"),
(false, true, "BindCtrl"),
(true, true, "BindShiftCtrl"),
};
var combos = new ComboBox[slots.Length];
var grid = new Grid
{
ColumnDefinitions = new ColumnDefinitions("Auto,*"),
RowDefinitions = new RowDefinitions("Auto,Auto,Auto,Auto")
};
for (int i = 0; i < slots.Length; i++)
{
var (shift, ctrl, labelKey) = slots[i];
var lbl = new TextBlock
{
Text = App.Loc[labelKey],
Foreground = FgBrush,
VerticalAlignment = VerticalAlignment.Center,
Margin = new Thickness(0, 4, 12, 4)
};
Grid.SetRow(lbl, i);
Grid.SetColumn(lbl, 0);
grid.Children.Add(lbl);
var cb = new ComboBox
{
ItemsSource = items,
MinWidth = 280,
MaxDropDownHeight = 320,
Margin = new Thickness(0, 4),
HorizontalAlignment = HorizontalAlignment.Stretch
};
cb.SelectionChanged += (_, _) =>
{
if (_flyoutLoading)
return;
AssignSlot(token, shift, ctrl, cb.SelectedIndex, commands);
SyncFlyoutCombos(token, combos);
UpdateKeyboardColors();
RebuildBindingList();
};
Grid.SetRow(cb, i);
Grid.SetColumn(cb, 1);
grid.Children.Add(cb);
combos[i] = cb;
}
SyncFlyoutCombos(token, combos);
var panel = new StackPanel { Spacing = 8, Margin = new Thickness(12), MinWidth = 360 };
panel.Children.Add(new TextBlock
{
Text = $"{App.Loc["BindKeyTitle"]} {KeyMap.DisplayName(token)}",
FontWeight = FontWeight.SemiBold,
Foreground = FgBrush
});
panel.Children.Add(new TextBlock
{
Text = App.Loc["BindKeyHint"],
Foreground = FgDimBrush,
FontSize = 11,
TextWrapping = TextWrapping.Wrap
});
panel.Children.Add(grid);
var flyout = new Flyout { Content = panel };
flyout.ShowAt(anchor);
}
private void SyncFlyoutCombos(string token, ComboBox[] combos)
{
var commands = KeyboardConfig.Instance.Bindings;
var slots = new (bool shift, bool ctrl)[] { (false, false), (true, false), (false, true), (true, true) };
_flyoutLoading = true;
for (int i = 0; i < combos.Length; i++)
{
var cmd = CommandInSlot(token, slots[i].shift, slots[i].ctrl);
combos[i].SelectedIndex = cmd is null ? 0 : commands.IndexOf(cmd) + 1;
}
_flyoutLoading = false;
}
private void AssignSlot(string token, bool shift, bool ctrl, int selectedIndex, List<KeyBinding> commands)
{
KeyBinding? chosen = selectedIndex <= 0 ? null : commands[selectedIndex - 1];
// Free the slot: unbind any other command currently sitting on it.
foreach (var b in KeyboardConfig.Instance.Bindings)
{
if (!ReferenceEquals(b, chosen) && b.IsAssigned &&
string.Equals(b.Key, token, StringComparison.OrdinalIgnoreCase) &&
b.Shift == shift && b.Ctrl == ctrl)
{
b.Shift = b.Ctrl = false;
b.Key = "none";
}
}
if (chosen is not null)
{
chosen.Key = token;
chosen.Shift = shift;
chosen.Ctrl = ctrl;
}
KeyboardConfig.Instance.Dirty = true;
}
private static KeyBinding? CommandInSlot(string token, bool shift, bool ctrl) =>
KeyboardConfig.Instance.Bindings.FirstOrDefault(b =>
b.IsAssigned &&
string.Equals(b.Key, token, StringComparison.OrdinalIgnoreCase) &&
b.Shift == shift && b.Ctrl == ctrl);
private Control BuildLegend()
{
var legend = new WrapPanel { Orientation = Orientation.Horizontal };
legend.Children.Add(LegendItem(KeyUnassignedBrush, App.Loc["KbUnassigned"]));
legend.Children.Add(LegendItem(KeyPlainBrush, App.Loc["KbAssigned"]));
legend.Children.Add(LegendItem(KeyShiftBrush, App.Loc["KbShift"]));
legend.Children.Add(LegendItem(KeyCtrlBrush, App.Loc["KbCtrl"]));
return legend;
}
private Control LegendItem(IBrush brush, string text)
{
var sp = new StackPanel
{
Orientation = Orientation.Horizontal,
Spacing = 6,
Margin = new Thickness(0, 0, 16, 0),
VerticalAlignment = VerticalAlignment.Center
};
sp.Children.Add(new Border
{
Width = 16,
Height = 16,
Background = brush,
BorderBrush = KeyBorderBrush,
BorderThickness = new Thickness(1),
CornerRadius = new CornerRadius(2),
VerticalAlignment = VerticalAlignment.Center
});
sp.Children.Add(new TextBlock { Text = text, Foreground = FgDimBrush, VerticalAlignment = VerticalAlignment.Center });
return sp;
}
// ── shared helpers ─────────────────────────────────────────────────────
private sealed class KeyState
{
public bool Plain;
public bool Shift;
public bool Ctrl;
public readonly List<string> Tips = new();
}
private static Dictionary<string, KeyState> ComputeKeyStates()
{
var map = new Dictionary<string, KeyState>(StringComparer.OrdinalIgnoreCase);
foreach (var b in KeyboardConfig.Instance.Bindings)
{
if (!b.IsAssigned)
continue;
string key = b.Key.ToLowerInvariant();
if (!map.TryGetValue(key, out var state))
map[key] = state = new KeyState();
if (!b.Shift && !b.Ctrl) state.Plain = true;
if (b.Shift) state.Shift = true;
if (b.Ctrl) state.Ctrl = true;
state.Tips.Add($"{ComboText(b)} — {CommandLabel(b)}");
}
return map;
}
private static HashSet<string> ComputeConflicts()
{
var seen = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
var dup = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
foreach (var b in KeyboardConfig.Instance.Bindings)
{
if (!b.IsAssigned)
continue;
string k = ComboKey(b);
if (!seen.Add(k))
dup.Add(k);
}
return dup;
}
private static string ComboKey(KeyBinding b) =>
$"{(b.Ctrl ? 1 : 0)}|{(b.Shift ? 1 : 0)}|{b.Key.ToLowerInvariant()}";
private static string ComboText(KeyBinding b)
{
if (!b.IsAssigned)
return "—";
var parts = new List<string>();
if (b.Ctrl) parts.Add("Ctrl");
if (b.Shift) parts.Add("Shift");
parts.Add(KeyMap.DisplayName(b.Key));
return string.Join(" + ", parts);
}
// Display label for a command: its (capitalised) description, or the raw
// command token when the file has no comment for it.
private static string CommandLabel(KeyBinding b) =>
string.IsNullOrEmpty(b.Description) ? b.Command : Capitalize(b.Description);
private static string Capitalize(string s) =>
string.IsNullOrEmpty(s) ? s : char.ToUpperInvariant(s[0]) + s.Substring(1);
}