KYRA: Remove usage of using namespace Common in the keymap code

thanks LordHoto
This commit is contained in:
Tarek Soliman 2011-10-28 19:29:54 -05:00
parent f4fa37fdf8
commit 1ec5b491b7

View File

@ -558,53 +558,51 @@ Common::Error LoLEngine::init() {
void LoLEngine::initKeymap() {
#ifdef ENABLE_KEYMAPPER
using namespace Common;
bool tmp;
Keymapper *mapper = _eventMan->getKeymapper();
Common::Keymapper *mapper = _eventMan->getKeymapper();
// Do not try to recreate same keymap over again
if (mapper->getKeymap(kKeymapName, tmp) != 0)
return;
Action *act;
Keymap *engineKeyMap = new Keymap(kKeymapName);
Common::Action *act;
Common::Keymap *engineKeyMap = new Common::Keymap(kKeymapName);
act = new Action(engineKeyMap, "AT1", _("Attack 1"), kGenericActionType, kActionKeyType);
act->addKeyEvent(KeyState(KEYCODE_F1, ASCII_F1 , 0));
act = new Common::Action(engineKeyMap, "AT1", _("Attack 1"), Common::kGenericActionType, Common::kActionKeyType);
act->addKeyEvent(Common::KeyState(Common::KEYCODE_F1, Common::ASCII_F1 , 0));
act = new Action(engineKeyMap, "AT2", _("Attack 2"), kGenericActionType, kActionKeyType);
act->addKeyEvent(KeyState(KEYCODE_F1, ASCII_F1 , 0));
act = new Common::Action(engineKeyMap, "AT2", _("Attack 2"), Common::kGenericActionType, Common::kActionKeyType);
act->addKeyEvent(Common::KeyState(Common::KEYCODE_F1, Common::ASCII_F1 , 0));
act = new Action(engineKeyMap, "AT3", _("Attack 3"), kGenericActionType, kActionKeyType);
act->addKeyEvent(KeyState(KEYCODE_F1, ASCII_F1 , 0));
act = new Common::Action(engineKeyMap, "AT3", _("Attack 3"), Common::kGenericActionType, Common::kActionKeyType);
act->addKeyEvent(Common::KeyState(Common::KEYCODE_F1, Common::ASCII_F1 , 0));
act = new Action(engineKeyMap, "MVF", _("Move Forward"), kGenericActionType, kActionKeyType);
act->addKeyEvent(KeyState(KEYCODE_UP));
act = new Common::Action(engineKeyMap, "MVF", _("Move Forward"), Common::kGenericActionType, Common::kActionKeyType);
act->addKeyEvent(Common::KeyState(Common::KEYCODE_UP));
act = new Action(engineKeyMap, "MVB", _("Move Back"), kGenericActionType, kActionKeyType);
act->addKeyEvent(KeyState(KEYCODE_DOWN));
act = new Common::Action(engineKeyMap, "MVB", _("Move Back"), Common::kGenericActionType, Common::kActionKeyType);
act->addKeyEvent(Common::KeyState(Common::KEYCODE_DOWN));
act = new Action(engineKeyMap, "SLL", _("Slide Left"), kGenericActionType, kActionKeyType);
act->addKeyEvent(KeyState(KEYCODE_LEFT));
act = new Common::Action(engineKeyMap, "SLL", _("Slide Left"), Common::kGenericActionType, Common::kActionKeyType);
act->addKeyEvent(Common::KeyState(Common::KEYCODE_LEFT));
act = new Action(engineKeyMap, "SLR", _("Slide Right"), kGenericActionType, kActionKeyType);
act->addKeyEvent(KeyState(KEYCODE_RIGHT));
act = new Common::Action(engineKeyMap, "SLR", _("Slide Right"), Common::kGenericActionType, Common::kActionKeyType);
act->addKeyEvent(Common::KeyState(Common::KEYCODE_RIGHT));
act = new Action(engineKeyMap, "TL", _("Turn Left"), kGenericActionType, kActionKeyType);
act->addKeyEvent(KeyState(KEYCODE_HOME));
act = new Common::Action(engineKeyMap, "TL", _("Turn Left"), Common::kGenericActionType, Common::kActionKeyType);
act->addKeyEvent(Common::KeyState(Common::KEYCODE_HOME));
act = new Action(engineKeyMap, "TR", _("Turn Right"), kGenericActionType, kActionKeyType);
act->addKeyEvent(KeyState(KEYCODE_PAGEUP));
act = new Common::Action(engineKeyMap, "TR", _("Turn Right"), Common::kGenericActionType, Common::kActionKeyType);
act->addKeyEvent(Common::KeyState(Common::KEYCODE_PAGEUP));
act = new Action(engineKeyMap, "RST", _("Rest"), kGenericActionType, kActionKeyType);
act->addKeyEvent(KeyState(KEYCODE_r));
act = new Common::Action(engineKeyMap, "RST", _("Rest"), Common::kGenericActionType, Common::kActionKeyType);
act->addKeyEvent(Common::KeyState(Common::KEYCODE_r));
act = new Action(engineKeyMap, "OPT", _("Options"), kGenericActionType, kActionKeyType);
act->addKeyEvent(KeyState(KEYCODE_o));
act = new Common::Action(engineKeyMap, "OPT", _("Options"), Common::kGenericActionType, Common::kActionKeyType);
act->addKeyEvent(Common::KeyState(Common::KEYCODE_o));
act = new Action(engineKeyMap, "SPL", _("Choose Spell"), kGenericActionType, kActionKeyType);
act->addKeyEvent(KeyState(KEYCODE_SLASH));
act = new Common::Action(engineKeyMap, "SPL", _("Choose Spell"), Common::kGenericActionType, Common::kActionKeyType);
act->addKeyEvent(Common::KeyState(Common::KEYCODE_SLASH));
mapper->addGameKeymap(engineKeyMap);