1
0
forked from 0ad/0ad
0ad/source/ps/Hotkey.h

50 lines
1.6 KiB
C

/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_HOTKEY
#define INCLUDED_HOTKEY
/**
* @file
* Hotkey system.
*
* Hotkeys consist of a name (an arbitrary string), and a key mapping.
* The names and mappings are loaded from the config system (any
* config setting with the name prefix "hotkey.").
* When a hotkey is pressed or released, SDL_HOTKEYDOWN and SDL_HOTKEYUP
* events are triggered, with the hotkey name stored in ev.user.data1
* as a const char*.
*/
#include "CStr.h"
#include "lib/input.h"
#include "lib/external_libraries/libsdl.h" // see note below
// note: we need the real SDL header - it defines SDL_USEREVENT, which is
// required for our HOTKEY event type definition. this is OK since
// hotkey.h is not included from any headers.
const int SDL_HOTKEYDOWN = SDL_USEREVENT;
const int SDL_HOTKEYUP = SDL_USEREVENT + 1;
extern void LoadHotkeys();
extern InReaction HotkeyInputHandler(const SDL_Event_* ev);
extern bool HotkeyIsPressed(const CStr& keyname);
#endif // INCLUDED_HOTKEY