-Any global Hot Key must be a menu event in the main frame class. So I've create a build_hotkeys method in
the main openrpg frame and then a get_hotkeys() method in the chat and map objects. If there's some
necessary hot keys in others components (gametree or player list), then we need to duplicate that there.
-Don't know why I choose Alt. I'm open to changing it but it seemed that we could run into conflicts with
Ctrl and Shift (cut, paste, capitalization, etc...).
-Obviously the ability to define the hot keys would be nice.
Question for the gallery, what other items should have hotkeys?
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I did the basic implement of the Hot Keys.
Some notes:
-Any global Hot Key must be a menu event in the main frame class. So I've create a build_hotkeys method in
the main openrpg frame and then a get_hotkeys() method in the chat and map objects. If there's some
necessary hot keys in others components (gametree or player list), then we need to duplicate that there.
-Hot Keys I implemented.:
Alt+C = Chat Focus
Alt+M = Map Focus
Alt+S = Settings Dialog
Alt+B = Game Browser
Alt+D = Die Toolbar
Alt+T = Statusbar
Alt+F = Flush Miniature
-Don't know why I choose Alt. I'm open to changing it but it seemed that we could run into conflicts with
Ctrl and Shift (cut, paste, capitalization, etc...).
-Obviously the ability to define the hot keys would be nice.
Question for the gallery, what other items should have hotkeys?
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With the expection of creating an interface to custimze the hotkeys (which I don't plan to do at the
moment), this is done.