//! This is a simple way to define a keymap. To keep hashing consistent the //! hash is generated here. const Keymap = @This(); const std = @import("std"); const xkb = @import("xkbcommon"); const wlr = @import("wlroots"); const zlua = @import("zlua"); const Lua = &@import("main.zig").lua; modifier: wlr.Keyboard.ModifierMask, keycode: xkb.Keysym, /// This is the location of the lua function in the lua registry lua_ref_idx: i32, options: struct { /// if false the callback is called on press on_release: bool, }, pub fn callback(self: *const Keymap) void { const t = Lua.state.rawGetIndex(zlua.registry_index, self.lua_ref_idx); if (t != zlua.LuaType.function) { std.log.err("Failed to call keybind, it doesn't have a callback.", .{}); return; } Lua.state.pushValue(1); Lua.state.call(.{ .args = 0, .results = 0 }); Lua.state.pop(-1); } pub fn hash(modifier: wlr.Keyboard.ModifierMask, keycode: xkb.Keysym) u64 { const mod_val: u32 = @bitCast(modifier); const key_val: u32 = @intFromEnum(keycode); return (@as(u64, mod_val) << 32) | @as(u64, key_val); }