forked from 0ad/0ad
116 lines
3.1 KiB
C
Executable File
116 lines
3.1 KiB
C
Executable File
// Hotkey.h
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//
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// Constant definitions and a couple of exports for the hotkey processor
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//
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// Mark Thompson (mot20@cam.ac.uk / mark@wildfiregames.com)
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//
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// Hotkeys can be mapped onto SDL events (for use internal to the engine),
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// or used to trigger activation of GUI buttons.
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//
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// Adding a hotkey (SDL event type):
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//
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// - Define your constant in the enum, just below;
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// - Add an entry to hotkeyInfo[], in Hotkey.cpp
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// first column is this constant, second is the config string (minus 'hotkey.') it maps to
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// third and fourth are the default keys, used if the config file doesn't contain that string.
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// - Create an input handler for SDL_HOTKEYDOWN, SDL_HOTKEYUP, or poll the hotkeys[] array.
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// For SDL_HOTKEYDOWN, SDL_HOTKEYUP, the constant is passed in as ev->user.code.
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// - Add some bindings to the config file.
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#include "precompiled.h"
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#include "CStr.h"
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#include "lib/input.h"
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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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const int SDL_GUIHOTKEYPRESS = SDL_USEREVENT + 2;
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enum
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{
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HOTKEY_EXIT,
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HOTKEY_SCREENSHOT,
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HOTKEY_WIREFRAME,
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HOTKEY_CAMERA_RESET,
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HOTKEY_CAMERA_RESET_ORIGIN,
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HOTKEY_CAMERA_ZOOM_IN,
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HOTKEY_CAMERA_ZOOM_OUT,
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HOTKEY_CAMERA_ZOOM_WHEEL_IN,
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HOTKEY_CAMERA_ZOOM_WHEEL_OUT,
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HOTKEY_CAMERA_ROTATE,
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HOTKEY_CAMERA_ROTATE_KEYBOARD,
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HOTKEY_CAMERA_ROTATE_ABOUT_TARGET,
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HOTKEY_CAMERA_ROTATE_ABOUT_TARGET_KEYBOARD,
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HOTKEY_CAMERA_PAN,
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HOTKEY_CAMERA_PAN_KEYBOARD,
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HOTKEY_CAMERA_LEFT,
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HOTKEY_CAMERA_RIGHT,
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HOTKEY_CAMERA_UP,
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HOTKEY_CAMERA_DOWN,
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HOTKEY_CAMERA_BOOKMARK_0,
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HOTKEY_CAMERA_BOOKMARK_1,
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HOTKEY_CAMERA_BOOKMARK_2,
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HOTKEY_CAMERA_BOOKMARK_3,
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HOTKEY_CAMERA_BOOKMARK_4,
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HOTKEY_CAMERA_BOOKMARK_5,
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HOTKEY_CAMERA_BOOKMARK_6,
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HOTKEY_CAMERA_BOOKMARK_7,
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HOTKEY_CAMERA_BOOKMARK_8,
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HOTKEY_CAMERA_BOOKMARK_9,
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HOTKEY_CAMERA_BOOKMARK_SAVE,
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HOTKEY_CAMERA_BOOKMARK_SNAP,
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HOTKEY_CONSOLE_TOGGLE,
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HOTKEY_CONSOLE_COPY,
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HOTKEY_CONSOLE_PASTE,
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HOTKEY_SELECTION_ADD,
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HOTKEY_SELECTION_REMOVE,
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HOTKEY_SELECTION_GROUP_0,
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HOTKEY_SELECTION_GROUP_1,
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HOTKEY_SELECTION_GROUP_2,
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HOTKEY_SELECTION_GROUP_3,
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HOTKEY_SELECTION_GROUP_4,
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HOTKEY_SELECTION_GROUP_5,
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HOTKEY_SELECTION_GROUP_6,
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HOTKEY_SELECTION_GROUP_7,
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HOTKEY_SELECTION_GROUP_8,
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HOTKEY_SELECTION_GROUP_9,
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HOTKEY_SELECTION_GROUP_10,
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HOTKEY_SELECTION_GROUP_11,
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HOTKEY_SELECTION_GROUP_12,
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HOTKEY_SELECTION_GROUP_13,
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HOTKEY_SELECTION_GROUP_14,
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HOTKEY_SELECTION_GROUP_15,
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HOTKEY_SELECTION_GROUP_16,
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HOTKEY_SELECTION_GROUP_17,
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HOTKEY_SELECTION_GROUP_18,
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HOTKEY_SELECTION_GROUP_19,
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HOTKEY_SELECTION_GROUP_ADD,
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HOTKEY_SELECTION_GROUP_SAVE,
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HOTKEY_SELECTION_GROUP_SNAP,
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HOTKEY_SELECTION_SNAP,
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HOTKEY_ORDER_QUEUE,
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HOTKEY_CONTEXTORDER_NEXT,
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HOTKEY_CONTEXTORDER_PREVIOUS,
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HOTKEY_HIGHLIGHTALL,
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HOTKEY_PROFILE_TOGGLE,
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HOTKEY_PLAYMUSIC,
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HOTKEY_WATER_TOGGLE,
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HOTKEY_WATER_RAISE,
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HOTKEY_WATER_LOWER,
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HOTKEY_LAST,
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HOTKEY_NEGATION_FLAG = 65536
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};
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void loadHotkeys();
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InEventReaction hotkeyInputHandler( const SDL_Event* ev );
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void hotkeyRegisterGUIObject( const CStr& objName, const CStr& hotkeyName );
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void initKeyNameMap();
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CStr getKeyName( int keycode );
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int getKeyCode( CStr keyname );
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bool keyRespondsTo( int hotkey, int sdlkey );
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extern bool hotkeys[HOTKEY_LAST];
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