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authorMax Horn2007-06-22 20:04:44 +0000
committerMax Horn2007-06-22 20:04:44 +0000
commit2b23374468549722c8068d448d9bbf5e100d7301 (patch)
tree0f932d85abb78a4dc9ecc93799ab7763753f3243 /backends/platform/wince/CEActionsSmartphone.cpp
parent2496c5b5549f7b3b3f1d7777812631505f8d578f (diff)
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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.cpp10
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