This document describes the format of the key/mouse bindings and the list
of the available commands that the binding can be set to.
The resource name for a binding consists of the following in order:
* The puzzle set name (can be "?" to apply to all puzzle sets)
* One of "editClick", "editKey", "gameClick", or "gameKey"
* Zero or more components for modifier keys (see below)
* Key name (or mouse button)
You cannot use "?" for keys, mouse buttons, or modifiers. You may,
however, use "?" in place of the edit/game selection.
Valid modifier keys are:
* shift
* ctrl
* alt
* meta
* numLock (cannot be combined with other modifiers except shift)
Most key names are lowercase, except alphabetic keys which are uppercase.
Mouse button names are "left", "middle", or "right".
The value specifies what action. The action can be one of the below:
It can be + (to advance) or - (to rewind) or = (to restart) followed by
the number of moves.
It can be ! followed by a system command.
It can be ' followed by a Hero Mesh key name, to input a move.
It can be ^ followed by one more character, to execute a command which
has ^ as the first character; if it requires an argument, the clicked
location will be used if it is clicked with the mouse.
Finally, it can be a single SQL statement. The result rows are treated as
commands to execute, where the first column is a string of two characters
(the possibilities are explained below) and the rest of the columns (if
any) are the arguments. You can use NULL for trailing arguments if you do
not need that many arguments.
SQL statements can also contain host parameters. The valid host parameters
are $X (clicked X coordinate), $Y (clicked Y coordinate), $LEVEL (level
order number), $LEVEL_ID (level ID number), and any name with : at first
to ask the user for the value to use.
=== Game commands ===
'' ' <key>
Input a move.
'+ ' <count>
Advance that many moves in the replay list.
'- ' <count>
Rewind that many moves.
'= ' <count>
Restart and replay that many moves.
'^<'
Rewind to mark.
'^>'
Replay to mark.
'^I'
Toggle the inventory/move-list display.
'^M'
Set the replay mark position.
'^T'
Display the level title popup.
'^d' <location>
Display the pop-up help text of the object at the location.
'^o' <location>
List objects at the specified coordinates, to examine their values.
'^s'
Toggle solution replay.
'mi' <command>
Import a move list. The argument is a operating system command, that
when executed will write the move list to stdout, with one byte per
move (the Hero Mesh key codes).
'ml' <blob>
Load a move list from a SQL blob.
'mx' <command>
Export a move list. The argument is a operating system command that
will receive the move list (in the same format as above) on stdin.
=== Editor commands ===
'^c'
Display the class selection menu.
'mR' <number>
Select a relative MRU. Negative numbers move up the list, and positive
numbers move down the list.
'mr' <number>
Select a MRU, given the MRU number (0 to 31; the top is zero).
=== Commands available in game and editor ===
'^E'
Switch to the editor.
'^P'
Switch to the game play.
'^Q'
Quit.
'go' <level>
Go to the specified level. If the level number is negative, then it is
a level order number, otherwise it is a level ID number.
=== Mode-independent commands ===
':!' <command>
Execute a system command.
':;'
Ignore the rest of the result rows of this SQL statement.
':?' <text>
Write text to stdout.
':m' <text>
Display text on the screen, wait to push enter to continue.
':s'
Write memory allocation status to stderr.
':x'
Ask for a SQL statement, execute it, and display the results.