+/* 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);
+
+
+
/* Control the player character, either via recorded "action" or pressed "key".
*/
extern void record_control(int action, struct World * world);
-/* Call by "key" game / window management actions that don't influence the
- * player character. If the "quit" action is called, return 1 (instead of
+/* 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);
+
+
+
+/* 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).
*/
extern uint8_t meta_control(int key, struct World * world);