Continued changes to project and altered kbm_help_dialog.h text to QStringLiterals

This commit is contained in:
nickci2002 2025-06-16 20:16:32 -04:00
parent 38f2cdd630
commit 9534458a61
5 changed files with 108 additions and 219 deletions

View file

@ -43,17 +43,18 @@ private:
bool* help_open_ptr;
QString quickstart() {
return
R"(The keyboard and controller remapping backend, GUI and documentation have been written by kalaposfos
return QStringLiteral(R"(
The keyboard and controller remapping backend, GUI and documentation have been written by kalaposfos
In this section, you will find information about the project, its features and help on setting up your ideal setup.
To view the config file's syntax, check out the Syntax tab, for keybind names, visit Normal Keybinds and Special Bindings, and if you are here to view emulator-wide keybinds, you can find it in the FAQ section.
This project started out because I didn't like the original unchangeable keybinds, but rather than waiting for someone else to do it, I implemented this myself. From the default keybinds, you can clearly tell this was a project built for Bloodborne, but ovbiously you can make adjustments however you like.
)";
)");
}
QString faq() {
return
R"(Q: What are the emulator-wide keybinds?
return QStringLiteral(R"(
Q: What are the emulator-wide keybinds?
A: -F12: Triggers Renderdoc capture
-F11: Toggles fullscreen
-F10: Toggles FPS counter
@ -76,11 +77,12 @@ A: If you're using per-game configs, it's the base from which all new games gene
Q: What does the use Per-game Config checkbox do?
A: It controls whether the config is loaded from CUSAXXXXX.ini for a game, or from default.ini. This way, if you only want to manage one set of bindings, you can do so, but if you want to use a different setup for every game, that's possible as well.
)";
)");
}
QString syntax() {
return
R"(This is the full list of currently supported mouse, keyboard and controller inputs, and how to use them.
return QStringLiteral(R"(
This is the full list of currently supported mouse, keyboard and controller inputs, and how to use them.
Emulator-reserved keys: F1 through F12
Syntax (aka how a line can look like):
@ -100,22 +102,31 @@ axis_left_y_minus = w;
You can make a comment line by putting # as the first character.
Whitespace doesn't matter, <output>=<input>; is just as valid as <output> = <input>;
';' at the ends of lines is also optional.
)";
)");
}
QString bindings() {
return
R"(The following names should be interpreted without the '' around them, and for inputs that have left and right versions, only the left one is shown, but the right can be inferred from that.
Example: 'lshift', 'rshift'
return QStringLiteral(R"(
The following names should be interpreted without the '' around them, and for inputs that have left and right versions, only the left one is shown, but the right can be inferred from that.
Example: 'lshift', 'rshift'
Keyboard:
Alphabet: 'a', 'b', ..., 'z'
Numbers: '0', '1', ..., '9'
Keypad: 'kp0', kp1', ..., 'kp9', 'kpperiod', 'kpcomma',
'kpdivide', 'kpmultiply', 'kpdivide', 'kpplus', 'kpminus', 'kpenter'
Punctuation and misc:
'space', 'comma', 'period', 'question', 'semicolon', 'minus', 'plus', 'lparenthesis', 'lbracket', 'lbrace', 'backslash', 'dash',
'enter', 'tab', backspace', 'escape'
Arrow keys: 'up', 'down', 'left', 'right'
Alphabet:
'a', 'b', ..., 'z'
Numbers:
'0', '1', ..., '9'
Keypad:
'kp 0', kp 1', ..., 'kp 9',
'kp .', 'kp ,', 'kp /', 'kp *', 'kp -', 'kp +', 'kp =', 'kp enter'
Symbols:
'`', '~', '!', '@', '#', '$', '%', '^', '&', '*', '(', ')', '-', '_', '=', '+', '{', '}', '[', ']', '\', '|',
';', ':', ''', '"', ',', '<', '.', '>', '/', '?'
Special keys:
'escape (text editor only)', 'printscreen', 'scrolllock', 'pausebreak',
'backspace', 'insert', 'delete', 'home', 'end', 'pgup', 'pgdown', 'tab',
'capslock', 'enter', 'space'
Arrow keys:
'up', 'down', 'left', 'right'
Modifier keys:
'lctrl', 'lshift', 'lalt', 'lwin' = 'lmeta' (same input, different names, so if you are not on Windows and don't like calling this the Windows key, there is an alternative)
@ -138,11 +149,12 @@ Controller:
Axes if you bind them to another axis input:
'axis_left_x' 'axis_left_y' 'axis_right_x' 'axis_right_y',
'l2'
)";
)");
}
QString special() {
return
R"(There are some extra bindings you can put into the config file, that don't correspond to a controller input, but rather something else.
return QStringLiteral(R"(
There are some extra bindings you can put into the config file, that don't correspond to a controller input, but rather something else.
You can find these here, with detailed comments, examples and suggestions for most of them.
'leftjoystick_halfmode' and 'rightjoystick_halfmode' = <key>;
@ -171,6 +183,6 @@ You can find these here, with detailed comments, examples and suggestions for mo
Values go from 1 to 127 (no deadzone to max deadzone), first is the inner, second is the outer deadzone
If you only want inner or outer deadzone, set the other to 1 or 127, respectively
Devices: leftjoystick, rightjoystick, l2, r2
)";
)");
}
};