scummvm/engines/ultima/ultima8/meta_engine.h
Matthew Duggan f9b10f6e6f ULTIMA8: Add Crusader toggle crouch button mapping
Also rework the one-shot movement slightly so there's less if/elses.
2022-01-04 18:03:41 +09:00

87 lines
2.8 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 3 of the License, or
* (at your option) any later version.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ULTIMA_ULTIMA8_META_ENGINE
#define ULTIMA_ULTIMA8_META_ENGINE
#include "backends/keymapper/keymapper.h"
#include "engines/metaengine.h"
namespace Ultima {
namespace Ultima8 {
enum KeybindingAction {
ACTION_QUICKSAVE, ACTION_SAVE, ACTION_LOAD, ACTION_BEDROLL, ACTION_COMBAT,
ACTION_BACKPACK, ACTION_KEYRING, ACTION_MINIMAP, ACTION_RECALL,
ACTION_INVENTORY, ACTION_NEXT_WEAPON, ACTION_NEXT_INVENTORY,
ACTION_USE_INVENTORY, ACTION_USE_MEDIKIT, ACTION_USE_ENERGYCUBE,
ACTION_SELECT_ITEMS, ACTION_DETONATE_BOMB, ACTION_DROP_WEAPON,
ACTION_USE_SELECTION, ACTION_GRAB_ITEMS, ACTION_MENU, ACTION_CLOSE_GUMPS,
ACTION_HIGHLIGHT_ITEMS, ACTION_TOGGLE_TOUCHING, ACTION_JUMP,
ACTION_SHORT_JUMP, ACTION_TURN_LEFT, ACTION_TURN_RIGHT, ACTION_MOVE_FORWARD,
ACTION_MOVE_BACK, ACTION_MOVE_UP, ACTION_MOVE_DOWN, ACTION_MOVE_LEFT,
ACTION_MOVE_RIGHT, ACTION_MOVE_RUN, ACTION_MOVE_STEP, ACTION_ATTACK,
ACTION_STEP_LEFT, ACTION_STEP_RIGHT, ACTION_STEP_FORWARD,
ACTION_STEP_BACK, ACTION_ROLL_LEFT, ACTION_ROLL_RIGHT, ACTION_TOGGLE_CROUCH,
ACTION_CAMERA_AVATAR,
ACTION_CLIPPING, ACTION_DEC_SORT_ORDER,
ACTION_INC_SORT_ORDER, ACTION_QUICK_MOVE_ASCEND, ACTION_QUICK_MOVE_DESCEND,
ACTION_QUICK_MOVE_UP, ACTION_QUICK_MOVE_DOWN, ACTION_QUICK_MOVE_LEFT,
ACTION_QUICK_MOVE_RIGHT,
#ifndef RELEASE_BUILD
ACTION_TOGGLE_PAINT, ACTION_ENGINE_STATS, ACTION_FRAME_BY_FRAME,
ACTION_ADVANCE_FRAME, ACTION_TOGGLE_STASIS, ACTION_SHAPE_VIEWER,
#endif
ACTION_NONE
};
class MetaEngine {
private:
/**
* Get the method to execute
*/
static Common::String getMethod(KeybindingAction keyAction, bool isPress);
public:
/**
* Initialize keymaps
*/
static Common::KeymapArray initKeymaps(const Common::String &gameId);
/**
* Execute an engine keymap press action
*/
static void pressAction(KeybindingAction keyAction);
/**
* Execute an engine keymap release action
*/
static void releaseAction(KeybindingAction keyAction);
};
} // End of namespace Ultima8
} // End of namespace Ultima
#endif