scummvm/backends/wince/CEActions.h
Nicolas Bacca 69da998a65 Separate PocketPC/Smartphone actions
svn-id: r13827
2004-05-09 14:57:04 +00:00

82 lines
2.2 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001-2004 The ScummVM project
*
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifndef CEACTIONS
#define CEACTIONS
#include "common/stdafx.h"
#include "common/scummsys.h"
#include "common/system.h"
#include "base/gameDetector.h"
#include "wince-sdl.h"
#include "Key.h"
#define MAX_ACTIONS 20
typedef int ActionType;
class OSystem_WINCE3;
class CEActions {
public:
static CEActions* Instance();
static void init(GameDetector &detector);
virtual void initInstance(OSystem_WINCE3 *mainSystem);
bool initialized();
// Actions
virtual bool perform(ActionType action, bool pushed = true) = 0;
bool isActive(ActionType action);
bool isEnabled(ActionType action);
virtual String actionName(ActionType action) = 0;
virtual int size() = 0;
// Mapping
void beginMapping(bool start);
bool mappingActive();
bool performMapped(unsigned int keyCode, bool pushed);
bool loadMapping();
bool saveMapping();
unsigned int getMapping(ActionType action);
void setMapping(ActionType action, unsigned int keyCode);
// Action domain
virtual String domain() = 0;
virtual int version() = 0;
virtual ~CEActions();
protected:
CEActions(GameDetector &detector);
static CEActions* _instance;
OSystem_WINCE3 *_mainSystem;
GameDetector *_detector;
Key _key_action[MAX_ACTIONS + 1];
bool _action_active[MAX_ACTIONS + 1];
bool _action_enabled[MAX_ACTIONS + 1];
unsigned int _action_mapping[MAX_ACTIONS + 1];
bool _mapping_active;
bool _initialized;
};
#endif