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author | Max Horn | 2007-06-22 20:04:44 +0000 |
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committer | Max Horn | 2007-06-22 20:04:44 +0000 |
commit | 2b23374468549722c8068d448d9bbf5e100d7301 (patch) | |
tree | 0f932d85abb78a4dc9ecc93799ab7763753f3243 /backends/platform/wince/CEActionsSmartphone.cpp | |
parent | 2496c5b5549f7b3b3f1d7777812631505f8d578f (diff) | |
download | scummvm-rg350-2b23374468549722c8068d448d9bbf5e100d7301.tar.gz scummvm-rg350-2b23374468549722c8068d448d9bbf5e100d7301.tar.bz2 scummvm-rg350-2b23374468549722c8068d448d9bbf5e100d7301.zip |
Converted lots of code to use Common::ASCII_* and COMMON::KEYCODE_* constants. This also revealed the evil mixing of keycodes and ascii we do in many places :-/
svn-id: r27616
Diffstat (limited to 'backends/platform/wince/CEActionsSmartphone.cpp')
-rw-r--r-- | backends/platform/wince/CEActionsSmartphone.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/backends/platform/wince/CEActionsSmartphone.cpp b/backends/platform/wince/CEActionsSmartphone.cpp index e65af8fc53..55af5085a2 100644 --- a/backends/platform/wince/CEActionsSmartphone.cpp +++ b/backends/platform/wince/CEActionsSmartphone.cpp @@ -131,13 +131,13 @@ void CEActionsSmartphone::initInstanceGame() { _action_enabled[SMARTPHONE_ACTION_SAVE] = false; else if (is_queen) { _action_enabled[SMARTPHONE_ACTION_SAVE] = true; - _key_action[SMARTPHONE_ACTION_SAVE].setAscii(286); // F1 key for FOTAQ + _key_action[SMARTPHONE_ACTION_SAVE].setAscii(SDLK_F5); // F1 key for FOTAQ } else if (is_sky) { _action_enabled[SMARTPHONE_ACTION_SAVE] = true; - _key_action[SMARTPHONE_ACTION_SAVE].setAscii(63); + _key_action[SMARTPHONE_ACTION_SAVE].setAscii(SDLK_QUESTION); } else if (is_cine) { _action_enabled[SMARTPHONE_ACTION_SAVE] = true; - _key_action[SMARTPHONE_ACTION_SAVE].setAscii(291); //F10 + _key_action[SMARTPHONE_ACTION_SAVE].setAscii(SDLK_F10); //F10 } else if (is_agi) { _action_enabled[SMARTPHONE_ACTION_SAVE] = true; _key_action[SMARTPHONE_ACTION_SAVE].setAscii(SDLK_ESCAPE); @@ -146,7 +146,7 @@ void CEActionsSmartphone::initInstanceGame() { _key_action[SMARTPHONE_ACTION_SAVE].setAscii(SDLK_s); } else { _action_enabled[SMARTPHONE_ACTION_SAVE] = true; - _key_action[SMARTPHONE_ACTION_SAVE].setAscii(319); // F5 key + _key_action[SMARTPHONE_ACTION_SAVE].setAscii(Common::ASCII_F5); // F5 key } // Skip _action_enabled[SMARTPHONE_ACTION_SKIP] = true; @@ -161,7 +161,7 @@ void CEActionsSmartphone::initInstanceGame() { if (is_agi) _key_action[SMARTPHONE_ACTION_MULTI].setAscii(SDLK_PAUSE); // agi: show predictive dialog else if (is_gob) - _key_action[SMARTPHONE_ACTION_MULTI].setAscii(315); // bargon : F1 to start + _key_action[SMARTPHONE_ACTION_MULTI].setAscii(Common::ASCII_F1); // bargon : F1 to start else if (gameid == "atlantis") _key_action[SMARTPHONE_ACTION_MULTI].setAscii(SDLK_KP0); // fate of atlantis : Ins to sucker-punch else |