#ifndef CONTROL_H
#define CONTROL_H
-
-
#include <stdint.h> /* for uint8_t */
-struct World;
/* Return keycode to action of "name" if available in current window config. */
-extern uint16_t get_available_keycode_to_action(struct World * world,
- char * name);
+extern uint16_t get_available_keycode_to_action(char * name);
-/* Control the player character, either via recorded "action" or pressed "key".
+/* Control the player character, either via action id "action" or pressed "key".
+ * Return 1 on success, 0 if no appropriate action to trigger was found.
*/
-extern void record_control(int action, struct World * world);
-extern uint8_t player_control(int key, struct World * world);
+extern uint8_t player_control_by_id(int action);
+extern uint8_t player_control_by_key(int key);
/* Control via "key" active window's geometry / keybindings in respective config
* view.
*/
-extern uint8_t wingeom_control(int key, struct World * world);
-extern uint8_t winkeyb_control(int key, struct World * world);
+extern uint8_t wingeom_control(int key);
+extern uint8_t winkeyb_control(int key);
* the player character. If the "quit" action is called, return 1 (instead of
* exiting directly).
*/
-extern uint8_t meta_control(int key, struct World * world);
+extern uint8_t meta_control(int key);