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Module fixed

Module fixed 

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The keys no player can rebind (docs/design/controls.md, Rebinding keys; game ADR-0031): plain Escape backs out of the Key bindings screen’s “Press a key…” and plain Delete empties a slot there, so neither can be bound (Chord::is_reserved); and a text box’s own Enter, Backspace and Escape. Which action a fixed key also triggers in play is the game’s data (ActionSet::fixed_keys).

Generic over the game (ticket 1106).

Enums§

TextKey
A text box’s own keys (the lead’s name, 0801): fixed like Escape for Cancel, since while a player types, every letter key is a letter.

Functions§

capture_abort_key_name
The name of the is_capture_abort key, for help text.
clear_slot_key_name
The name of the is_clear_slot key, for help text.
is_capture_abort
Whether chord backs out of the Key bindings screen’s “Press a key…” (docs/design/controls.md, Rebinding keys). The screen asks this rather than naming the key (the keyboard-input skill).
is_clear_slot
Whether chord empties the highlighted slot on the Key bindings screen.
text_key
The text-box key chord is, if any (Shift or not).
text_key_names
The names of the text-box keys, for its help line: done, delete and cancel.