Ykkrosh
9e499cdec5
Simplify hotkey system to use strings consistently. Restrict scope of GUI hotkey bindings to the associated page. Avoid hard-coding list of hotkeys. Clean up the code a little bit and fix some bugs. Remove unused "!" prefix for key negation. Fixes #567. This was SVN commit r8444.
50 lines
1.6 KiB
C
50 lines
1.6 KiB
C
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_HOTKEY
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#define INCLUDED_HOTKEY
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/**
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* @file
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* Hotkey system.
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*
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* Hotkeys consist of a name (an arbitrary string), and a key mapping.
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* The names and mappings are loaded from the config system (any
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* config setting with the name prefix "hotkey.").
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* When a hotkey is pressed or released, SDL_HOTKEYDOWN and SDL_HOTKEYUP
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* events are triggered, with the hotkey name stored in ev.user.data1
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* as a const char*.
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*/
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#include "CStr.h"
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#include "lib/input.h"
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#include "lib/external_libraries/sdl.h" // see note below
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// note: we need the real SDL header - it defines SDL_USEREVENT, which is
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// required for our HOTKEY event type definition. this is OK since
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// hotkey.h is not included from any headers.
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const int SDL_HOTKEYDOWN = SDL_USEREVENT;
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const int SDL_HOTKEYUP = SDL_USEREVENT + 1;
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extern void LoadHotkeys();
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extern InReaction HotkeyInputHandler(const SDL_Event_* ev);
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extern bool HotkeyIsPressed(const CStr& keyname);
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#endif // INCLUDED_HOTKEY
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