mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 04:34:50 +00:00
47280d9433
svn-id: r16398
83 lines
2.2 KiB
C++
83 lines
2.2 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001-2005 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#ifndef CEACTIONS
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#define CEACTIONS
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#include "common/stdafx.h"
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "base/gameDetector.h"
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#include "wince-sdl.h"
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#include "Key.h"
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#define MAX_ACTIONS 20
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typedef int ActionType;
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class OSystem_WINCE3;
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class CEActions {
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public:
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static CEActions* Instance();
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static void init(GameDetector &detector);
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virtual void initInstanceMain(OSystem_WINCE3 *mainSystem);
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virtual void initInstanceGame();
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bool initialized();
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// Actions
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virtual bool perform(ActionType action, bool pushed = true) = 0;
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bool isActive(ActionType action);
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bool isEnabled(ActionType action);
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virtual String actionName(ActionType action) = 0;
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virtual int size() = 0;
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// Mapping
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void beginMapping(bool start);
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bool mappingActive();
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bool performMapped(unsigned int keyCode, bool pushed);
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bool loadMapping();
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bool saveMapping();
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unsigned int getMapping(ActionType action);
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void setMapping(ActionType action, unsigned int keyCode);
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// Action domain
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virtual String domain() = 0;
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virtual int version() = 0;
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virtual ~CEActions();
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protected:
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CEActions(GameDetector &detector);
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static CEActions* _instance;
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OSystem_WINCE3 *_mainSystem;
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GameDetector *_detector;
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Key _key_action[MAX_ACTIONS + 1];
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bool _action_active[MAX_ACTIONS + 1];
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bool _action_enabled[MAX_ACTIONS + 1];
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unsigned int _action_mapping[MAX_ACTIONS + 1];
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bool _mapping_active;
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bool _initialized;
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};
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#endif |