/* Return keycode to action of "name" if available in current window config. */
extern uint16_t get_available_keycode_to_action(char * name);
-
-
/* 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 uint8_t player_control_by_id(int action);
extern uint8_t player_control_by_key(int key);
+extern uint8_t player_control_by_id(int action);
-
-
-/* Control via "key" active window's geometry / keybindings in respective config
- * view.
- */
+/* Control via "key" active window's config view's geometry / keybindings. */
extern uint8_t wingeom_control(int key);
extern uint8_t winkeyb_control(int key);
-
-
-/* Call by "key" further game / window management actions that don't influence
- * the player character. If the "quit" action is called, return 1 (instead of
- * exiting directly).
+/* Call via "key" further game/window management actions not influencing the
+ * player character. If "quit" is called, return 1, else 0.
*/
extern uint8_t meta_control(int key);