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Add mappings for numpad keys, tab, pause and backspace. Suppressed unnecessary warnings for keys that are text-input.
445 lines
13 KiB
C++
445 lines
13 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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*
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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, 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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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "engines/wintermute/base/base_keyboard_state.h"
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#include "engines/wintermute/base/scriptables/script_value.h"
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#include "engines/wintermute/base/scriptables/script_stack.h"
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#include "common/system.h"
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#include "common/keyboard.h"
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namespace Wintermute {
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IMPLEMENT_PERSISTENT(BaseKeyboardState, false)
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//////////////////////////////////////////////////////////////////////////
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BaseKeyboardState::BaseKeyboardState(BaseGame *inGame) : BaseScriptable(inGame) {
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_currentPrintable = false;
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_currentCharCode = 0;
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_currentKeyData = 0;
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_currentShift = false;
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_currentAlt = false;
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_currentControl = false;
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_keyStates = new uint8[323]; // Hardcoded size for the common/keyboard.h enum
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for (int i = 0; i < 323; i++) {
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_keyStates[i] = false;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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BaseKeyboardState::~BaseKeyboardState() {
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delete[] _keyStates;
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}
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void BaseKeyboardState::handleKeyPress(Common::Event *event) {
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if (event->type == Common::EVENT_KEYDOWN) {
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_keyStates[event->kbd.keycode] = true;
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}
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}
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void BaseKeyboardState::handleKeyRelease(Common::Event *event) {
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if (event->type == Common::EVENT_KEYUP) {
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_keyStates[event->kbd.keycode] = false;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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// high level scripting interface
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//////////////////////////////////////////////////////////////////////////
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bool BaseKeyboardState::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) {
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//////////////////////////////////////////////////////////////////////////
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// IsKeyDown
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//////////////////////////////////////////////////////////////////////////
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if (strcmp(name, "IsKeyDown") == 0) {
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stack->correctParams(1);
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ScValue *val = stack->pop();
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int vKey;
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if (val->_type == VAL_STRING && strlen(val->getString()) > 0) {
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const char *str = val->getString();
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char temp = str[0];
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if (temp >= 'A' && temp <= 'Z') {
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temp += ('a' - 'A');
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}
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vKey = (int)temp;
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} else {
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vKey = val->getInt();
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}
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bool isDown = _keyStates[vKeyToKeyCode(vKey)];
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stack->pushBool(isDown);
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return STATUS_OK;
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} else {
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return BaseScriptable::scCallMethod(script, stack, thisStack, name);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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ScValue *BaseKeyboardState::scGetProperty(const Common::String &name) {
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_scValue->setNULL();
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//////////////////////////////////////////////////////////////////////////
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// Type
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//////////////////////////////////////////////////////////////////////////
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if (name == "Type") {
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_scValue->setString("keyboard");
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// Key
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//////////////////////////////////////////////////////////////////////////
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else if (name == "Key") {
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if (_currentPrintable) {
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char key[2];
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key[0] = (char)_currentCharCode;
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key[1] = '\0';
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_scValue->setString(key);
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} else {
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_scValue->setString("");
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}
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// Printable
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//////////////////////////////////////////////////////////////////////////
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else if (name == "Printable") {
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_scValue->setBool(_currentPrintable);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// KeyCode
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//////////////////////////////////////////////////////////////////////////
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else if (name == "KeyCode") {
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_scValue->setInt(_currentCharCode);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// IsShift
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//////////////////////////////////////////////////////////////////////////
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else if (name == "IsShift") {
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_scValue->setBool(_currentShift);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// IsAlt
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//////////////////////////////////////////////////////////////////////////
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else if (name == "IsAlt") {
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_scValue->setBool(_currentAlt);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// IsControl
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//////////////////////////////////////////////////////////////////////////
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else if (name == "IsControl") {
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_scValue->setBool(_currentControl);
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return _scValue;
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} else {
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return BaseScriptable::scGetProperty(name);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseKeyboardState::scSetProperty(const char *name, ScValue *value) {
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/*
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//////////////////////////////////////////////////////////////////////////
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// Name
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//////////////////////////////////////////////////////////////////////////
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if (strcmp(name, "Name") == 0) {
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setName(value->getString());
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if (_renderer) SetWindowText(_renderer->_window, _name);
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return STATUS_OK;
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}
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else*/ return BaseScriptable::scSetProperty(name, value);
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}
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//////////////////////////////////////////////////////////////////////////
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const char *BaseKeyboardState::scToString() {
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return "[keyboard state]";
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseKeyboardState::readKey(Common::Event *event) {
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//_currentPrintable = (event->type == SDL_TEXTINPUT); // TODO
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_currentCharCode = keyCodeToVKey(event);
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// convert all lowercase keys to uppercase to make it easier for handling later on for consistency
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if (Common::isLower(_currentCharCode) && (event->kbd.hasFlags(Common::KBD_SHIFT) || event->kbd.flags & Common::KBD_CAPS)) {
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if (!(event->kbd.keycode >= Common::KEYCODE_F1 && event->kbd.keycode <= Common::KEYCODE_F12)) {
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_currentCharCode = toupper(_currentCharCode);
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}
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}
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// Verify that this is a printable ISO-8859-character (including the upper charset)
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if ((_currentCharCode <= 0x7E && _currentCharCode >= 0x20) || (_currentCharCode <= 0xFF && _currentCharCode >= 0xA0)) {
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_currentPrintable = true;
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} else {
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_currentPrintable = false;
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}
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//_currentKeyData = KeyData;
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_currentControl = isControlDown();
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_currentAlt = isAltDown();
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_currentShift = isShiftDown();
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseKeyboardState::persist(BasePersistenceManager *persistMgr) {
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//if (!persistMgr->getIsSaving()) cleanup();
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BaseScriptable::persist(persistMgr);
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persistMgr->transferBool(TMEMBER(_currentAlt));
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persistMgr->transferUint32(TMEMBER(_currentCharCode));
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persistMgr->transferBool(TMEMBER(_currentControl));
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persistMgr->transferUint32(TMEMBER(_currentKeyData));
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persistMgr->transferBool(TMEMBER(_currentPrintable));
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persistMgr->transferBool(TMEMBER(_currentShift));
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if (!persistMgr->getIsSaving()) {
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_keyStates = new uint8[323]; // Hardcoded size for the common/keyboard.h enum
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for (int i = 0; i < 323; i++) {
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_keyStates[i] = false;
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}
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}
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseKeyboardState::isShiftDown() {
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int mod = g_system->getEventManager()->getModifierState();
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return (mod & Common::KBD_SHIFT);
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseKeyboardState::isControlDown() {
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int mod = g_system->getEventManager()->getModifierState();
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return (mod & Common::KBD_CTRL);
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseKeyboardState::isAltDown() {
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int mod = g_system->getEventManager()->getModifierState();
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return (mod & Common::KBD_ALT);
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseKeyboardState::isCurrentPrintable() const {
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return _currentPrintable;
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}
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//////////////////////////////////////////////////////////////////////////
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enum VKeyCodes {
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kVkBack = 8,
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kVkTab = 9,
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kVkReturn = 13,
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kVkPause = 19,
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kVkEscape = 27,
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kVkSpace = 32,
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kVkEnd = 35,
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kVkHome = 36,
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kVkLeft = 37,
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kVkUp = 38,
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kVkRight = 39,
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kVkDown = 40,
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kVkInsert = 45,
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kVkF1 = 112,
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kVkF2 = 113,
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kVkF3 = 114,
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kVkF4 = 115,
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kVkF5 = 116,
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kVkF6 = 117,
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kVkF7 = 118,
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kVkF8 = 119,
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kVkF9 = 120,
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kVkF10 = 121,
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kVkF11 = 122,
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kVkF12 = 123
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};
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//////////////////////////////////////////////////////////////////////////
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uint32 BaseKeyboardState::keyCodeToVKey(Common::Event *event) {
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// todo
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if (event->type != Common::EVENT_KEYDOWN) {
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return 0;
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}
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// return ASCII value if key pressed is an alphanumeric key
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// number keys pressed on numpad are handled in next block
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if (Common::isAlnum(event->kbd.keycode)) {
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return event->kbd.ascii;
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}
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// if NumLock is active, return ASCII for numpad keys
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// keys pressed on numpad without NumLock are considered as normal keycodes, handled in the next block
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if (Common::isDigit(event->kbd.ascii) && ((event->kbd.flags & Common::KBD_NUM) != 0)) {
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return event->kbd.ascii;
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}
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switch (event->kbd.keycode) {
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case Common::KEYCODE_BACKSPACE:
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return kVkBack;
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case Common::KEYCODE_TAB:
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return kVkTab;
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case Common::KEYCODE_RETURN:
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case Common::KEYCODE_KP_ENTER:
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return kVkReturn;
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case Common::KEYCODE_PAUSE:
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return kVkPause;
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case Common::KEYCODE_ESCAPE:
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return kVkEscape;
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case Common::KEYCODE_SPACE:
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return kVkSpace;
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case Common::KEYCODE_END:
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case Common::KEYCODE_KP1:
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return kVkEnd;
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case Common::KEYCODE_HOME:
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case Common::KEYCODE_KP7:
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return kVkHome;
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case Common::KEYCODE_LEFT:
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case Common::KEYCODE_KP4:
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return kVkLeft;
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case Common::KEYCODE_RIGHT:
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case Common::KEYCODE_KP6:
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return kVkRight;
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case Common::KEYCODE_UP:
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case Common::KEYCODE_KP8:
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return kVkUp;
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case Common::KEYCODE_DOWN:
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case Common::KEYCODE_KP2:
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return kVkDown;
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case Common::KEYCODE_INSERT:
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case Common::KEYCODE_KP0:
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return kVkInsert;
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case Common::KEYCODE_F1:
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return kVkF1;
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case Common::KEYCODE_F2:
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return kVkF2;
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case Common::KEYCODE_F3:
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return kVkF3;
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case Common::KEYCODE_F4:
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return kVkF4;
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case Common::KEYCODE_F5:
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return kVkF5;
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case Common::KEYCODE_F6:
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return kVkF6;
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case Common::KEYCODE_F7:
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return kVkF7;
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case Common::KEYCODE_F8:
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return kVkF8;
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case Common::KEYCODE_F9:
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return kVkF9;
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case Common::KEYCODE_F10:
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return kVkF10;
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case Common::KEYCODE_F11:
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return kVkF11;
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case Common::KEYCODE_F12:
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return kVkF12;
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default:
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// check if any non-sticky keys were used, otherwise key is unknown to us
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if ((event->kbd.flags & Common::KBD_NON_STICKY) == 0) {
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warning("Key pressed is not recognized, ASCII returned (%d '%c').", event->kbd.keycode, event->kbd.keycode);
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}
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// return ASCII if no match, since it could be used for typing
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return event->kbd.ascii;
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break;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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Common::KeyCode BaseKeyboardState::vKeyToKeyCode(uint32 vkey) {
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// todo
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switch (vkey) {
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case kVkEscape:
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return Common::KEYCODE_ESCAPE;
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case kVkSpace:
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return Common::KEYCODE_SPACE;
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case kVkHome:
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return Common::KEYCODE_HOME;
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case kVkLeft:
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return Common::KEYCODE_LEFT;
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case kVkRight:
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return Common::KEYCODE_RIGHT;
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case kVkUp:
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return Common::KEYCODE_UP;
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case kVkDown:
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return Common::KEYCODE_DOWN;
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case kVkF1:
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return Common::KEYCODE_F1;
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case kVkF2:
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return Common::KEYCODE_F2;
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case kVkF3:
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return Common::KEYCODE_F3;
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case kVkF4:
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return Common::KEYCODE_F4;
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case kVkF5:
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return Common::KEYCODE_F5;
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case kVkF6:
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return Common::KEYCODE_F6;
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case kVkF7:
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return Common::KEYCODE_F7;
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case kVkF8:
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return Common::KEYCODE_F8;
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case kVkF9:
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return Common::KEYCODE_F9;
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case kVkF10:
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return Common::KEYCODE_F10;
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case kVkF11:
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return Common::KEYCODE_F11;
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case kVkF12:
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return Common::KEYCODE_F12;
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default:
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warning("Unknown VKEY: %d", vkey);
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return (Common::KeyCode)vkey;
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break;
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}
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}
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} // End of namespace Wintermute
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