
Interface and screens · TCG Card Shop Simulator · read from a local copy
The key binding settings
Settings are a screen with its own group, with separate screens for the game, the display and the language.
Rebinding keys in TCG Card Shop Simulator runs through screens of its own: settings are split into game, display and language screens, keys have separate keyboard and controller screens with highlights for which is in use, a change has to be confirmed, and each binding holds two keys and a flag for whether it is a pad binding.
What the game establishes
- Settings are a screen with its own group, with separate screens for the game, the display and the language. (checked against the game's own files)
- Keys have a screen of their own with a keyboard screen and a controller screen. (checked against the game's own files)
- There is a highlight for the keyboard and one for the controller. (checked against the game's own files)
- A key bind change has its own confirmation screen. (checked against the game's own files)
- There is a list of key bindings and a set of sub-setting button highlights. (checked against the game's own files)
- A binding holds a base key and a secondary base key with a flag for whether it is a controller binding. (checked against the game's own files)
- It has a group shown while updating, a tooltip and a link to the controller setting. (checked against the game's own files)
- The screens carry a controller extension hook. (checked against the game's own files)
In play
Settings are a place rather than a menu that appears anywhere. There is a settings screen with a group of its own, and it holds other screens inside it, so the things you can change are separated rather than listed together.
The parts are split up. There are separate screens for the game's settings, for the display and for the language, which is why a change to how the game behaves and a change to how it looks are not in the same list.
Keys get the most room. There is a key binding screen of its own, and within it a keyboard screen and a controller screen, because a binding is not one thing but two depending on what is in your hands.
It shows which one you are using. There is a highlight for the keyboard and another for the controller, which is why the screen can make clear which set of bindings you are about to change.
A change is confirmed rather than applied. There is a confirmation screen of its own for key bind changes, so a rebind is a decision you finish rather than something that happens as you type.
There is a list of bindings and a set of highlights. The key binding setting list holds the rows, and the sub-setting buttons have highlights of their own, so the screen keeps track of where you are as well as what you set.
A single binding holds two keys. There is a base key and a second base key, along with a flag for whether the binding belongs to a controller, which is how one action can have a key and an alternative rather than only one.
And it knows when it is being changed. There is a group shown while a binding is being updated, along with a tooltip and a link to the controller setting, so the row can show what it is doing without a separate popup being opened.
The screens carry their own extension hook. There is a controller extension on the screens and one on the confirmation screen, which is how the same interface can be driven by a pad as well as a mouse.
What this entry does not tell you: what any default binding is, how many actions can be rebound, or whether every action can be. We have not verified those numbers, so we do not print them.
Related
Interface and screensThe settings you can changeDisplay options each have a control of their own, including resolution, fullscreen, vertical sync, refresh rate and a frame limit.
Interface and screensThe screens you will use mostRarity is chosen on a screen of its own.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: no version stated by this build.