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Update hardcoded keybind help text #78986

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Kilvoctu opened this issue Jan 6, 2025 · 0 comments
Open

Update hardcoded keybind help text #78986

Kilvoctu opened this issue Jan 6, 2025 · 0 comments
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<Suggestion / Discussion> Talk it out before implementing

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@Kilvoctu
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Kilvoctu commented Jan 6, 2025

Is your feature request related to a problem? Please describe.

There are a number of UI windows in the game in which their help text are still hardcoded strings; For example, string would be typed "<R>eset", instead of "Reset" with reference to action RESET.
Here's another, more direct example, starting from this line:

tmpx += shortcut_print( w_info, point( tmpx, 1 ), c_white, c_light_green, _( "<A>dd" ) ) + 2;

This could cause issues in which end user changes their keybindings and not seeing it reflected in the UI.
In my personal use case, I replace keybinds display in the UI, and updating the hardcoded strings breaks translations.

Solution you would like.

These UI elements should updated so they aren't hardcoded with the default keybinds.

Describe alternatives you have considered.

A lot of these are older windows, so could wait until they get converted to ImGui to be done correctly?

Additional context

These are the windows I've found with hardcoded help text:

  • Zones manager
  • List items/monsters
  • Filter popup for List items/monsters
  • Filter popup for overmap
  • Auto pickup manager
  • Auto notes manager
  • Safe mode manager
  • Color manager
  • iuse software (robotfindskitten, snake, sokoban, minesweeper, lights on)
  • Choose a spell (this is an ImGui window too 👀)
  • Keybindings window buttons (also ImGui already 👀)
  • debug.cpp error screen

Every so often I've thought about trying to take on this issue but idunno what's the gold standard in how help text should be handled, and also there is the reason mentioned in the alternatives above.

@Kilvoctu Kilvoctu added the <Suggestion / Discussion> Talk it out before implementing label Jan 6, 2025
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