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| author | Max Horn | 2009-09-30 16:16:53 +0000 | 
|---|---|---|
| committer | Max Horn | 2009-09-30 16:16:53 +0000 | 
| commit | 8ba75fc522f16844524dd4d6f88c3851e2402969 (patch) | |
| tree | df25c20389e3e706d508f37914dedc73c6479f00 /backends/platform/wince/CEActionsPocket.cpp | |
| parent | 25dde91c7c6c7da52636e3daa34bd9eee5d9dcb9 (diff) | |
| download | scummvm-rg350-8ba75fc522f16844524dd4d6f88c3851e2402969.tar.gz scummvm-rg350-8ba75fc522f16844524dd4d6f88c3851e2402969.tar.bz2 scummvm-rg350-8ba75fc522f16844524dd4d6f88c3851e2402969.zip | |
Fix code formatting (esp. 'if(' -> 'if (' etc., but also indention and other things)
svn-id: r44495
Diffstat (limited to 'backends/platform/wince/CEActionsPocket.cpp')
| -rw-r--r-- | backends/platform/wince/CEActionsPocket.cpp | 146 | 
1 files changed, 73 insertions, 73 deletions
| diff --git a/backends/platform/wince/CEActionsPocket.cpp b/backends/platform/wince/CEActionsPocket.cpp index 45dbad12cc..ebe6981290 100644 --- a/backends/platform/wince/CEActionsPocket.cpp +++ b/backends/platform/wince/CEActionsPocket.cpp @@ -232,7 +232,7 @@ bool CEActionsPocket::perform(GUI::ActionType action, bool pushed) {  	static bool keydialogrunning = false, quitdialog = false;  	if (!pushed) { -		switch(action) { +		switch (action) {  		case POCKET_ACTION_RIGHTCLICK:  			_CESystem->add_right_click(false);  			return true; @@ -251,78 +251,78 @@ bool CEActionsPocket::perform(GUI::ActionType action, bool pushed) {  	}  	switch (action) { -		case POCKET_ACTION_PAUSE: -		case POCKET_ACTION_SAVE: -		case POCKET_ACTION_SKIP: -		case POCKET_ACTION_MULTI: -			if (action == POCKET_ACTION_SAVE && ConfMan.get("gameid") == "parallaction") { -				// FIXME: This is a temporary solution. The engine should handle its own menus. -				// Note that the user can accomplish this via the virtual keyboard as well, this is just for convenience -				GUI::MessageDialog alert("Do you want to load or save the game?", "Load", "Save"); -				if (alert.runModal() == GUI::kMessageOK) -					_key_action[action].setKey(SDLK_l); -				else -					_key_action[action].setKey(SDLK_s); -			} -			EventsBuffer::simulateKey(&_key_action[action], true); -			return true; -		case POCKET_ACTION_KEYBOARD: -			_CESystem->swap_panel(); -			return true; -		case POCKET_ACTION_HIDE: -			_CESystem->swap_panel_visibility(); -			return true; -		case POCKET_ACTION_SOUND: -			_CESystem->swap_sound_master(); -			return true; -		case POCKET_ACTION_RIGHTCLICK: -			_CESystem->add_right_click(true); -			return true; -		case POCKET_ACTION_CURSOR: -			_CESystem->swap_mouse_visibility(); -			return true; -		case POCKET_ACTION_FREELOOK: -			_CESystem->swap_freeLook(); -			return true; -		case POCKET_ACTION_ZOOM_UP: -			_CESystem->swap_zoom_up(); -			return true; -		case POCKET_ACTION_ZOOM_DOWN: -			_CESystem->swap_zoom_down(); -			return true; -		case POCKET_ACTION_LEFTCLICK: -			_CESystem->add_left_click(true); -			return true; -		case POCKET_ACTION_UP: -			_CESystem->move_cursor_up(); -			return true; -		case POCKET_ACTION_DOWN: -			_CESystem->move_cursor_down(); -			return true; -		case POCKET_ACTION_LEFT: -			_CESystem->move_cursor_left(); -			return true; -		case POCKET_ACTION_RIGHT: -			_CESystem->move_cursor_right(); -			return true; -		case POCKET_ACTION_QUIT: -			if (!quitdialog) { -				quitdialog = true; -				GUI::MessageDialog alert("   Are you sure you want to quit ?   ", "Yes", "No"); -				if (alert.runModal() == GUI::kMessageOK) -					_mainSystem->quit(); -				quitdialog = false; -			} -			return true; -		case POCKET_ACTION_BINDKEYS: -			if (!keydialogrunning) { -				keydialogrunning = true; -				GUI::KeysDialog *keysDialog = new GUI::KeysDialog(); -				keysDialog->runModal(); -				delete keysDialog; -				keydialogrunning = false; -			} -			return true; +	case POCKET_ACTION_PAUSE: +	case POCKET_ACTION_SAVE: +	case POCKET_ACTION_SKIP: +	case POCKET_ACTION_MULTI: +		if (action == POCKET_ACTION_SAVE && ConfMan.get("gameid") == "parallaction") { +			// FIXME: This is a temporary solution. The engine should handle its own menus. +			// Note that the user can accomplish this via the virtual keyboard as well, this is just for convenience +			GUI::MessageDialog alert("Do you want to load or save the game?", "Load", "Save"); +			if (alert.runModal() == GUI::kMessageOK) +				_key_action[action].setKey(SDLK_l); +			else +				_key_action[action].setKey(SDLK_s); +		} +		EventsBuffer::simulateKey(&_key_action[action], true); +		return true; +	case POCKET_ACTION_KEYBOARD: +		_CESystem->swap_panel(); +		return true; +	case POCKET_ACTION_HIDE: +		_CESystem->swap_panel_visibility(); +		return true; +	case POCKET_ACTION_SOUND: +		_CESystem->swap_sound_master(); +		return true; +	case POCKET_ACTION_RIGHTCLICK: +		_CESystem->add_right_click(true); +		return true; +	case POCKET_ACTION_CURSOR: +		_CESystem->swap_mouse_visibility(); +		return true; +	case POCKET_ACTION_FREELOOK: +		_CESystem->swap_freeLook(); +		return true; +	case POCKET_ACTION_ZOOM_UP: +		_CESystem->swap_zoom_up(); +		return true; +	case POCKET_ACTION_ZOOM_DOWN: +		_CESystem->swap_zoom_down(); +		return true; +	case POCKET_ACTION_LEFTCLICK: +		_CESystem->add_left_click(true); +		return true; +	case POCKET_ACTION_UP: +		_CESystem->move_cursor_up(); +		return true; +	case POCKET_ACTION_DOWN: +		_CESystem->move_cursor_down(); +		return true; +	case POCKET_ACTION_LEFT: +		_CESystem->move_cursor_left(); +		return true; +	case POCKET_ACTION_RIGHT: +		_CESystem->move_cursor_right(); +		return true; +	case POCKET_ACTION_QUIT: +		if (!quitdialog) { +			quitdialog = true; +			GUI::MessageDialog alert("   Are you sure you want to quit ?   ", "Yes", "No"); +			if (alert.runModal() == GUI::kMessageOK) +				_mainSystem->quit(); +			quitdialog = false; +		} +		return true; +	case POCKET_ACTION_BINDKEYS: +		if (!keydialogrunning) { +			keydialogrunning = true; +			GUI::KeysDialog *keysDialog = new GUI::KeysDialog(); +			keysDialog->runModal(); +			delete keysDialog; +			keydialogrunning = false; +		} +		return true;  	}  	return false;  } | 
