mirror of
https://github.com/libretro/scummvm.git
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086fe78af1
I tried to untangle the header interdependencies a bit, but this is still quite a mess. This commit also fixes some warnings. svn-id: r53978
286 lines
9.4 KiB
C++
286 lines
9.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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// Disable symbol overrides so that we can use system headers.
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#define FORBIDDEN_SYMBOL_ALLOW_ALL
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#include "backends/platform/wince/wince-sdl.h"
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#include "CEActionsSmartphone.h"
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#include "EventsBuffer.h"
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#include "gui/message.h"
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#include "common/config-manager.h"
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#include "gui/KeysDialog.h"
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#include "common/translation.h"
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#define KEY_ALL_SKIP 3457
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const String smartphoneActionNames[] = {
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_s("Up"),
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_s("Down"),
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_s("Left"),
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_s("Right"),
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_s("Left Click"),
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_s("Right Click"),
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_s("Save"),
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_s("Skip"),
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_s("Zone"),
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_s("Multi Function"),
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_s("Bind Keys"),
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_s("Keyboard"),
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_s("Rotate"),
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_s("Quit")
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};
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const int ACTIONS_SMARTPHONE_DEFAULT[] = { SDLK_UP, SDLK_DOWN, SDLK_LEFT, SDLK_RIGHT, SDLK_F1, SDLK_F2, SDLK_F3, SDLK_ESCAPE, SDLK_9, SDLK_8, SDLK_F4, SDLK_RETURN, SDLK_5, SDLK_0 };
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void CEActionsSmartphone::init() {
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_instance = new CEActionsSmartphone();
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}
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String CEActionsSmartphone::actionName(GUI::ActionType action) {
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return _(smartphoneActionNames[action]);
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}
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int CEActionsSmartphone::size() {
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return SMARTPHONE_ACTION_LAST;
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}
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String CEActionsSmartphone::domain() {
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return ConfMan.kApplicationDomain;
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}
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int CEActionsSmartphone::version() {
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return SMARTPHONE_ACTION_VERSION;
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}
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CEActionsSmartphone::CEActionsSmartphone()
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: GUI::Actions() {
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int i;
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for (i=0; i<SMARTPHONE_ACTION_LAST; i++) {
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_action_mapping[i] = ACTIONS_SMARTPHONE_DEFAULT[i];
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_action_enabled[i] = false;
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}
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}
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void CEActionsSmartphone::initInstanceMain(OSystem *mainSystem) {
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_CESystem = static_cast<OSystem_WINCE3*>(mainSystem);
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GUI_Actions::initInstanceMain(mainSystem);
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// These actions are always on
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_action_enabled[SMARTPHONE_ACTION_UP] = true;
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_action_enabled[SMARTPHONE_ACTION_DOWN] = true;
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_action_enabled[SMARTPHONE_ACTION_LEFT] = true;
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_action_enabled[SMARTPHONE_ACTION_RIGHT] = true;
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_action_enabled[SMARTPHONE_ACTION_LEFTCLICK] = true;
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_action_enabled[SMARTPHONE_ACTION_RIGHTCLICK] = true;
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_action_enabled[SMARTPHONE_ACTION_KEYBOARD] = true;
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_action_enabled[SMARTPHONE_ACTION_ROTATE] = true;
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_action_enabled[SMARTPHONE_ACTION_QUIT] = true;
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_action_enabled[SMARTPHONE_ACTION_BINDKEYS] = true;
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}
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void CEActionsSmartphone::initInstanceGame() {
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String gameid(ConfMan.get("gameid"));
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bool is_simon = (strncmp(gameid.c_str(), "simon", 5) == 0);
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bool is_sword1 = (gameid == "sword1");
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bool is_sword2 = (strcmp(gameid.c_str(), "sword2") == 0);
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bool is_queen = (gameid == "queen");
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bool is_sky = (gameid == "sky");
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bool is_comi = (strncmp(gameid.c_str(), "comi", 4) == 0);
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bool is_gob = (strncmp(gameid.c_str(), "gob", 3) == 0);
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bool is_saga = (gameid == "saga");
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bool is_kyra = (strncmp(gameid.c_str(), "kyra",4) == 0);
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bool is_samnmax = (gameid == "samnmax");
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bool is_cine = (gameid == "cine");
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bool is_touche = (gameid == "touche");
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bool is_agi = (gameid == "agi");
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bool is_parallaction = (gameid == "parallaction");
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bool is_lure = (gameid == "lure");
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bool is_feeble = (gameid == "feeble");
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bool is_drascula = (strncmp(gameid.c_str(), "drascula",8) == 0);
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bool is_tucker = (gameid == "tucker");
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bool is_groovie = (gameid == "groovie");
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bool is_tinsel = (gameid == "tinsel");
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bool is_cruise = (gameid == "cruise");
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bool is_made = (gameid == "made");
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GUI_Actions::initInstanceGame();
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// See if a right click mapping could be needed
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if (is_sword1 || is_sword2 || is_sky || is_queen || is_comi || is_gob || is_tinsel ||
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is_samnmax || is_cine || is_touche || is_parallaction || is_drascula || is_cruise)
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_right_click_needed = true;
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// Initialize keys for different actions
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// Save
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if (is_simon || is_sword2 || is_gob || is_kyra || is_feeble || is_groovie)
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_action_enabled[SMARTPHONE_ACTION_SAVE] = false;
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else if (is_queen) {
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_action_enabled[SMARTPHONE_ACTION_SAVE] = true;
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_key_action[SMARTPHONE_ACTION_SAVE].setKey(Common::ASCII_F5, SDLK_F5); // F1 key for FOTAQ
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} else if (is_sky) {
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_action_enabled[SMARTPHONE_ACTION_SAVE] = true;
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_key_action[SMARTPHONE_ACTION_SAVE].setKey(Common::ASCII_F5, SDLK_F5);
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} else if (is_cine || is_drascula || is_cruise) {
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_action_enabled[SMARTPHONE_ACTION_SAVE] = true;
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_key_action[SMARTPHONE_ACTION_SAVE].setKey(Common::ASCII_F10, SDLK_F10); //F10
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} else if (is_agi || is_made) {
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_action_enabled[SMARTPHONE_ACTION_SAVE] = true;
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_key_action[SMARTPHONE_ACTION_SAVE].setKey(Common::ASCII_ESCAPE, SDLK_ESCAPE);
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} else if (is_parallaction) {
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_action_enabled[SMARTPHONE_ACTION_SAVE] = true;
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_key_action[SMARTPHONE_ACTION_SAVE].setKey('s', SDLK_s);
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} else if (is_tinsel) {
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_action_enabled[SMARTPHONE_ACTION_SAVE] = true;
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_key_action[SMARTPHONE_ACTION_SAVE].setKey(Common::ASCII_F1, SDLK_F1);
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} else {
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_action_enabled[SMARTPHONE_ACTION_SAVE] = true;
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_key_action[SMARTPHONE_ACTION_SAVE].setKey(Common::ASCII_F5, SDLK_F5); // F5 key
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}
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// Skip
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_action_enabled[SMARTPHONE_ACTION_SKIP] = true;
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if (is_simon || is_sky || is_sword2 || is_queen || is_sword1 || is_gob || is_tinsel ||
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is_saga || is_kyra || is_touche || is_lure || is_feeble || is_drascula || is_tucker ||
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is_groovie || is_cruise || is_made)
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_key_action[SMARTPHONE_ACTION_SKIP].setKey(VK_ESCAPE);
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else
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_key_action[SMARTPHONE_ACTION_SKIP].setKey(KEY_ALL_SKIP);
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// Zone
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_action_enabled[SMARTPHONE_ACTION_ZONE] = true;
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// Multi function key
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_action_enabled[SMARTPHONE_ACTION_MULTI] = true;
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if (is_agi)
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_key_action[SMARTPHONE_ACTION_MULTI].setKey(SDLK_PAUSE); // agi: show predictive dialog
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else if (is_gob)
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_key_action[SMARTPHONE_ACTION_MULTI].setKey(Common::ASCII_F1, SDLK_F1); // bargon : F1 to start
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else if (gameid == "atlantis")
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_key_action[SMARTPHONE_ACTION_MULTI].setKey(0, SDLK_KP0); // fate of atlantis : Ins to sucker-punch
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else
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_key_action[SMARTPHONE_ACTION_MULTI].setKey('V', SDLK_v, KMOD_SHIFT); // FT cheat : shift-V
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// Bind keys
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_action_enabled[SMARTPHONE_ACTION_BINDKEYS] = true;
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// Disable double-tap right-click for convenience
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if (is_tinsel || is_cruise)
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if (!ConfMan.hasKey("no_doubletap_rightclick")) {
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ConfMan.setBool("no_doubletap_rightclick", true);
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ConfMan.flushToDisk();
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}
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}
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CEActionsSmartphone::~CEActionsSmartphone() {
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}
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bool CEActionsSmartphone::perform(GUI::ActionType action, bool pushed) {
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static bool keydialogrunning = false, quitdialog = false;
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if (!pushed) {
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switch (action) {
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case SMARTPHONE_ACTION_RIGHTCLICK:
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_CESystem->add_right_click(false);
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return true;
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case SMARTPHONE_ACTION_LEFTCLICK:
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_CESystem->add_left_click(false);
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return true;
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case SMARTPHONE_ACTION_SAVE:
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case SMARTPHONE_ACTION_SKIP:
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case SMARTPHONE_ACTION_MULTI:
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EventsBuffer::simulateKey(&_key_action[action], false);
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return true;
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}
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return false;
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}
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switch (action) {
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case SMARTPHONE_ACTION_SAVE:
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case SMARTPHONE_ACTION_SKIP:
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case SMARTPHONE_ACTION_MULTI:
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if (action == SMARTPHONE_ACTION_SAVE && ConfMan.get("gameid") == "parallaction") {
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// FIXME: This is a temporary solution. The engine should handle its own menus.
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// Note that the user can accomplish this via the virtual keyboard as well, this is just for convenience
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GUI::MessageDialog alert(_("Do you want to load or save the game?"), _("Load"), _("Save"));
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if (alert.runModal() == GUI::kMessageOK)
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_key_action[action].setKey(SDLK_l);
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else
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_key_action[action].setKey(SDLK_s);
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}
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EventsBuffer::simulateKey(&_key_action[action], true);
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return true;
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case SMARTPHONE_ACTION_RIGHTCLICK:
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_CESystem->add_right_click(true);
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return true;
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case SMARTPHONE_ACTION_LEFTCLICK:
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_CESystem->add_left_click(true);
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return true;
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case SMARTPHONE_ACTION_UP:
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_CESystem->move_cursor_up();
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return true;
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case SMARTPHONE_ACTION_DOWN:
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_CESystem->move_cursor_down();
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return true;
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case SMARTPHONE_ACTION_LEFT:
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_CESystem->move_cursor_left();
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return true;
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case SMARTPHONE_ACTION_RIGHT:
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_CESystem->move_cursor_right();
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return true;
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case SMARTPHONE_ACTION_ZONE:
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_CESystem->switch_zone();
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return true;
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case SMARTPHONE_ACTION_BINDKEYS:
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if (!keydialogrunning) {
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keydialogrunning = true;
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GUI::KeysDialog *keysDialog = new GUI::KeysDialog();
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keysDialog->runModal();
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delete keysDialog;
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keydialogrunning = false;
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}
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return true;
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case SMARTPHONE_ACTION_KEYBOARD:
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_CESystem->swap_smartphone_keyboard();
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return true;
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case SMARTPHONE_ACTION_ROTATE:
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_CESystem->smartphone_rotate_display();
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return true;
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case SMARTPHONE_ACTION_QUIT:
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if (!quitdialog) {
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quitdialog = true;
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GUI::MessageDialog alert(_(" Are you sure you want to quit ? "), _("Yes"), _("No"));
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if (alert.runModal() == GUI::kMessageOK)
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_mainSystem->quit();
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quitdialog = false;
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}
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return true;
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}
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return false;
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}
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