/* 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 . */ #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