/* Copyright (C) 2023 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "CGUIHotkey.h" #include "gui/CGUI.h" #include "gui/ObjectBases/IGUIObject.h" #include "scriptinterface/ScriptConversions.h" bool CGUIHotkey::DoFromString(const CStrW& value) { m_Object.GetGUI().UnsetObjectHotkey(&m_Object, m_Setting); m_Setting = value.ToUTF8(); m_Object.GetGUI().SetObjectHotkey(&m_Object, m_Setting); return true; } bool CGUIHotkey::DoFromJSVal(const ScriptRequest& rq, JS::HandleValue value) { m_Object.GetGUI().UnsetObjectHotkey(&m_Object, m_Setting); if (!Script::FromJSVal(rq, value, m_Setting)) return false; m_Object.GetGUI().SetObjectHotkey(&m_Object, m_Setting); return true; } void CGUIHotkey::OnSettingChange(const CStr& setting, bool sendMessage) { IGUISetting::OnSettingChange(setting, sendMessage); }