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authorKostas Nakos2007-02-24 20:50:56 +0000
committerKostas Nakos2007-02-24 20:50:56 +0000
commit03e75235f0051af0237158ebb3449315c71c7938 (patch)
treead7c066a67828d7b0ed1d50229a81e01d5754da2 /backends/platform/wince/CEActionsSmartphone.cpp
parentebfb2c57e14ebfd33876810705f5849a78656b14 (diff)
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Add support for touche engine.
Also, since QVGA smartphones can run any game, updated the action mappings to account for all of them. svn-id: r25830
Diffstat (limited to 'backends/platform/wince/CEActionsSmartphone.cpp')
-rw-r--r--backends/platform/wince/CEActionsSmartphone.cpp12
1 files changed, 8 insertions, 4 deletions
diff --git a/backends/platform/wince/CEActionsSmartphone.cpp b/backends/platform/wince/CEActionsSmartphone.cpp
index 0a2d1937e5..b1ef76cba4 100644
--- a/backends/platform/wince/CEActionsSmartphone.cpp
+++ b/backends/platform/wince/CEActionsSmartphone.cpp
@@ -119,8 +119,11 @@ void CEActionsSmartphone::initInstanceMain(OSystem *mainSystem) {
void CEActionsSmartphone::initInstanceGame() {
String gameid(ConfMan.get("gameid"));
bool is_simon = (strncmp(gameid.c_str(), "simon", 5) == 0);
- bool is_sky = (gameid == "sky");
+ bool is_sword1 = (gameid == "sword1");
+ bool is_sword2 = (strcmp(gameid.c_str(), "sword2") == 0);
bool is_queen = (gameid == "queen");
+ bool is_sky = (gameid == "sky");
+ bool is_comi = (strncmp(gameid.c_str(), "comi", 4) == 0);
bool is_gob = (strncmp(gameid.c_str(), "gob", 3) == 0);
bool is_ite = ((strncmp(gameid.c_str(), "ite", 3) == 0) ||
(strncmp(gameid.c_str(), "ihnm", 4) == 0));
@@ -128,16 +131,17 @@ void CEActionsSmartphone::initInstanceGame() {
bool is_samnmax = (gameid == "samnmax");
bool is_fw = (gameid == "fw");
bool is_os = (gameid == "os");
+ bool is_touche = (gameid == "touche");
GUI_Actions::initInstanceGame();
// See if a right click mapping could be needed
- if (is_sky || is_samnmax || is_gob || is_fw || is_os)
+ if (is_sword1 || is_sword2 || is_sky || is_queen || is_comi || is_gob || is_samnmax || is_fw || is_os || is_touche)
_right_click_needed = true;
// Initialize keys for different actions
// Save
- if (is_simon || is_gob)
+ if (is_simon || is_sword2 || is_gob || is_kyra || is_touche)
_action_enabled[SMARTPHONE_ACTION_SAVE] = false;
else if (is_queen || is_ite) {
_action_enabled[SMARTPHONE_ACTION_SAVE] = true;
@@ -154,7 +158,7 @@ void CEActionsSmartphone::initInstanceGame() {
}
// Skip
_action_enabled[SMARTPHONE_ACTION_SKIP] = true;
- if (is_simon || is_sky || is_gob || is_ite || is_kyra)
+ if (is_simon || is_sky || is_sword2 || is_queen || is_sword1 || is_gob || is_ite || is_kyra || is_touche)
_key_action[SMARTPHONE_ACTION_SKIP].setAscii(VK_ESCAPE);
else
_key_action[SMARTPHONE_ACTION_SKIP].setAscii(KEY_ALL_SKIP);