mirror of
https://github.com/libretro/scummvm.git
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f9b10f6e6f
Also rework the one-shot movement slightly so there's less if/elses.
87 lines
2.8 KiB
C++
87 lines
2.8 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ULTIMA_ULTIMA8_META_ENGINE
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#define ULTIMA_ULTIMA8_META_ENGINE
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#include "backends/keymapper/keymapper.h"
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#include "engines/metaengine.h"
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namespace Ultima {
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namespace Ultima8 {
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enum KeybindingAction {
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ACTION_QUICKSAVE, ACTION_SAVE, ACTION_LOAD, ACTION_BEDROLL, ACTION_COMBAT,
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ACTION_BACKPACK, ACTION_KEYRING, ACTION_MINIMAP, ACTION_RECALL,
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ACTION_INVENTORY, ACTION_NEXT_WEAPON, ACTION_NEXT_INVENTORY,
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ACTION_USE_INVENTORY, ACTION_USE_MEDIKIT, ACTION_USE_ENERGYCUBE,
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ACTION_SELECT_ITEMS, ACTION_DETONATE_BOMB, ACTION_DROP_WEAPON,
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ACTION_USE_SELECTION, ACTION_GRAB_ITEMS, ACTION_MENU, ACTION_CLOSE_GUMPS,
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ACTION_HIGHLIGHT_ITEMS, ACTION_TOGGLE_TOUCHING, ACTION_JUMP,
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ACTION_SHORT_JUMP, ACTION_TURN_LEFT, ACTION_TURN_RIGHT, ACTION_MOVE_FORWARD,
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ACTION_MOVE_BACK, ACTION_MOVE_UP, ACTION_MOVE_DOWN, ACTION_MOVE_LEFT,
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ACTION_MOVE_RIGHT, ACTION_MOVE_RUN, ACTION_MOVE_STEP, ACTION_ATTACK,
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ACTION_STEP_LEFT, ACTION_STEP_RIGHT, ACTION_STEP_FORWARD,
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ACTION_STEP_BACK, ACTION_ROLL_LEFT, ACTION_ROLL_RIGHT, ACTION_TOGGLE_CROUCH,
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ACTION_CAMERA_AVATAR,
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ACTION_CLIPPING, ACTION_DEC_SORT_ORDER,
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ACTION_INC_SORT_ORDER, ACTION_QUICK_MOVE_ASCEND, ACTION_QUICK_MOVE_DESCEND,
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ACTION_QUICK_MOVE_UP, ACTION_QUICK_MOVE_DOWN, ACTION_QUICK_MOVE_LEFT,
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ACTION_QUICK_MOVE_RIGHT,
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#ifndef RELEASE_BUILD
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ACTION_TOGGLE_PAINT, ACTION_ENGINE_STATS, ACTION_FRAME_BY_FRAME,
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ACTION_ADVANCE_FRAME, ACTION_TOGGLE_STASIS, ACTION_SHAPE_VIEWER,
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#endif
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ACTION_NONE
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};
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class MetaEngine {
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private:
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/**
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* Get the method to execute
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*/
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static Common::String getMethod(KeybindingAction keyAction, bool isPress);
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public:
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/**
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* Initialize keymaps
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*/
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static Common::KeymapArray initKeymaps(const Common::String &gameId);
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/**
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* Execute an engine keymap press action
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*/
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static void pressAction(KeybindingAction keyAction);
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/**
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* Execute an engine keymap release action
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*/
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static void releaseAction(KeybindingAction keyAction);
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};
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} // End of namespace Ultima8
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} // End of namespace Ultima
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#endif
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