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diff --git a/backends/platform/wince/CEActionsSmartphone.cpp b/backends/platform/wince/CEActionsSmartphone.cpp
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-/* ScummVM - Graphic Adventure Engine
- *
- * ScummVM is the legal property of its developers, whose names
- * are too numerous to list here. Please refer to the COPYRIGHT
- * file distributed with this source distribution.
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- */
-
-// Disable symbol overrides so that we can use system headers.
-#define FORBIDDEN_SYMBOL_ALLOW_ALL
-
-#include "backends/platform/wince/wince-sdl.h"
-
-#include "CEActionsSmartphone.h"
-#include "EventsBuffer.h"
-#include "gui/message.h"
-#include "common/config-manager.h"
-#include "gui/KeysDialog.h"
-
-#include "common/translation.h"
-
-#define KEY_ALL_SKIP 3457
-
-const String smartphoneActionNames[] = {
- _s("Up"),
- _s("Down"),
- _s("Left"),
- _s("Right"),
- _s("Left Click"),
- _s("Right Click"),
- _s("Save"),
- _s("Skip"),
- _s("Zone"),
- _s("Multi Function"),
- _s("Bind Keys"),
- _s("Keyboard"),
- _s("Rotate"),
- _s("Quit")
-};
-
-const int ACTIONS_SMARTPHONE_DEFAULT[] = { SDLK_UP, SDLK_DOWN, SDLK_LEFT, SDLK_RIGHT, SDLK_F1, SDLK_F2, SDLK_F3, SDLK_ESCAPE, SDLK_9, SDLK_8, SDLK_F4, SDLK_RETURN, SDLK_5, SDLK_0 };
-
-void CEActionsSmartphone::init() {
- _instance = new CEActionsSmartphone();
-}
-
-
-String CEActionsSmartphone::actionName(GUI::ActionType action) {
- return _(smartphoneActionNames[action]);
-}
-
-int CEActionsSmartphone::size() {
- return SMARTPHONE_ACTION_LAST;
-}
-
-String CEActionsSmartphone::domain() {
- return ConfMan.kApplicationDomain;
-}
-
-int CEActionsSmartphone::version() {
- return SMARTPHONE_ACTION_VERSION;
-}
-
-CEActionsSmartphone::CEActionsSmartphone()
- : GUI::Actions() {
- int i;
-
- for (i = 0; i < SMARTPHONE_ACTION_LAST; i++) {
- _action_mapping[i] = ACTIONS_SMARTPHONE_DEFAULT[i];
- _action_enabled[i] = false;
- }
-
-}
-
-void CEActionsSmartphone::initInstanceMain(OSystem *mainSystem) {
- _CESystem = static_cast<OSystem_WINCE3 *>(mainSystem);
-
- GUI_Actions::initInstanceMain(mainSystem);
-
- // These actions are always on
- _action_enabled[SMARTPHONE_ACTION_UP] = true;
- _action_enabled[SMARTPHONE_ACTION_DOWN] = true;
- _action_enabled[SMARTPHONE_ACTION_LEFT] = true;
- _action_enabled[SMARTPHONE_ACTION_RIGHT] = true;
- _action_enabled[SMARTPHONE_ACTION_LEFTCLICK] = true;
- _action_enabled[SMARTPHONE_ACTION_RIGHTCLICK] = true;
- _action_enabled[SMARTPHONE_ACTION_KEYBOARD] = true;
- _action_enabled[SMARTPHONE_ACTION_ROTATE] = true;
- _action_enabled[SMARTPHONE_ACTION_QUIT] = true;
- _action_enabled[SMARTPHONE_ACTION_BINDKEYS] = true;
-}
-
-void CEActionsSmartphone::initInstanceGame() {
- String gameid(ConfMan.get("gameid"));
- bool is_simon = (strncmp(gameid.c_str(), "simon", 5) == 0);
- 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_saga = (gameid == "saga");
- bool is_kyra = (strncmp(gameid.c_str(), "kyra", 4) == 0);
- bool is_samnmax = (gameid == "samnmax");
- bool is_cine = (gameid == "cine");
- bool is_touche = (gameid == "touche");
- bool is_agi = (gameid == "agi");
- bool is_parallaction = (gameid == "parallaction");
- bool is_lure = (gameid == "lure");
- bool is_feeble = (gameid == "feeble");
- bool is_drascula = (strncmp(gameid.c_str(), "drascula", 8) == 0);
- bool is_tucker = (gameid == "tucker");
- bool is_groovie = (gameid == "groovie");
- bool is_tinsel = (gameid == "tinsel");
- bool is_cruise = (gameid == "cruise");
- bool is_made = (gameid == "made");
- bool is_sci = (gameid == "sci");
-
- GUI_Actions::initInstanceGame();
-
- // See if a right click mapping could be needed
- if (is_sword1 || is_sword2 || is_sky || is_queen || is_comi || is_gob || is_tinsel ||
- is_samnmax || is_cine || is_touche || is_parallaction || is_drascula || is_cruise)
- _right_click_needed = true;
-
- // Initialize keys for different actions
- // Save
- if (is_simon || is_sword2 || is_gob || is_kyra || is_feeble || is_groovie)
- _action_enabled[SMARTPHONE_ACTION_SAVE] = false;
- else if (is_queen) {
- _action_enabled[SMARTPHONE_ACTION_SAVE] = true;
- _key_action[SMARTPHONE_ACTION_SAVE].setKey(Common::ASCII_F5, SDLK_F5); // F1 key for FOTAQ
- } else if (is_sky) {
- _action_enabled[SMARTPHONE_ACTION_SAVE] = true;
- _key_action[SMARTPHONE_ACTION_SAVE].setKey(Common::ASCII_F5, SDLK_F5);
- } else if (is_cine || is_drascula || is_cruise) {
- _action_enabled[SMARTPHONE_ACTION_SAVE] = true;
- _key_action[SMARTPHONE_ACTION_SAVE].setKey(Common::ASCII_F10, SDLK_F10); //F10
- } else if (is_agi || is_made) {
- _action_enabled[SMARTPHONE_ACTION_SAVE] = true;
- _key_action[SMARTPHONE_ACTION_SAVE].setKey(Common::ASCII_ESCAPE, SDLK_ESCAPE);
- } else if (is_parallaction) {
- _action_enabled[SMARTPHONE_ACTION_SAVE] = true;
- _key_action[SMARTPHONE_ACTION_SAVE].setKey('s', SDLK_s);
- } else if (is_tinsel) {
- _action_enabled[SMARTPHONE_ACTION_SAVE] = true;
- _key_action[SMARTPHONE_ACTION_SAVE].setKey(Common::ASCII_F1, SDLK_F1);
- } else {
- _action_enabled[SMARTPHONE_ACTION_SAVE] = true;
- _key_action[SMARTPHONE_ACTION_SAVE].setKey(Common::ASCII_F5, SDLK_F5); // F5 key
- }
- // Skip
- _action_enabled[SMARTPHONE_ACTION_SKIP] = true;
- if (is_simon || is_sky || is_sword2 || is_queen || is_sword1 || is_gob || is_tinsel ||
- is_saga || is_kyra || is_touche || is_lure || is_feeble || is_drascula || is_tucker ||
- is_groovie || is_cruise || is_made)
- _key_action[SMARTPHONE_ACTION_SKIP].setKey(VK_ESCAPE);
- else
- _key_action[SMARTPHONE_ACTION_SKIP].setKey(KEY_ALL_SKIP);
- // Zone
- _action_enabled[SMARTPHONE_ACTION_ZONE] = true;
- // Multi function key
- _action_enabled[SMARTPHONE_ACTION_MULTI] = true;
- if (is_agi)
- _key_action[SMARTPHONE_ACTION_MULTI].setKey(SDLK_PAUSE); // agi: show predictive dialog
- else if (is_gob)
- _key_action[SMARTPHONE_ACTION_MULTI].setKey(Common::ASCII_F1, SDLK_F1); // bargon : F1 to start
- else if (gameid == "atlantis")
- _key_action[SMARTPHONE_ACTION_MULTI].setKey(0, SDLK_KP0); // fate of atlantis : Ins to sucker-punch
- else if (is_simon)
- _key_action[SMARTPHONE_ACTION_MULTI].setKey(Common::ASCII_F10, SDLK_F10); // F10
- else
- _key_action[SMARTPHONE_ACTION_MULTI].setKey('V', SDLK_v, KMOD_SHIFT); // FT cheat : shift-V
- // Bind keys
- _action_enabled[SMARTPHONE_ACTION_BINDKEYS] = true;
- // Disable double-tap right-click for convenience
- if (is_tinsel || is_cruise || is_sci)
- if (!ConfMan.hasKey("no_doubletap_rightclick")) {
- ConfMan.setBool("no_doubletap_rightclick", true);
- ConfMan.flushToDisk();
- }
-}
-
-
-CEActionsSmartphone::~CEActionsSmartphone() {
-}
-
-bool CEActionsSmartphone::perform(GUI::ActionType action, bool pushed) {
- static bool keydialogrunning = false, quitdialog = false;
-
- _graphicsMan = dynamic_cast<WINCESdlGraphicsManager *>(((OSystem_SDL *)g_system)->getGraphicsManager());
-
- if (!pushed) {
- switch (action) {
- case SMARTPHONE_ACTION_RIGHTCLICK:
- _graphicsMan->add_right_click(false);
- return true;
- case SMARTPHONE_ACTION_LEFTCLICK:
- _graphicsMan->add_left_click(false);
- return true;
- case SMARTPHONE_ACTION_SAVE:
- case SMARTPHONE_ACTION_SKIP:
- case SMARTPHONE_ACTION_MULTI:
- EventsBuffer::simulateKey(&_key_action[action], false);
- return true;
- }
- return false;
- }
-
- switch (action) {
- case SMARTPHONE_ACTION_SAVE:
- case SMARTPHONE_ACTION_SKIP:
- case SMARTPHONE_ACTION_MULTI:
- if (action == SMARTPHONE_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);
- }
- if (action == SMARTPHONE_ACTION_SKIP && ConfMan.get("gameid") == "agi") {
- // In several AGI games (for example SQ2) it is needed to press F10 to exit from
- // a screen. But we still want be able to skip normally with the skip button.
- // Because of this, we inject a F10 keystroke here (this works and doesn't seem
- // to have side-effects)
- _key_action[action].setKey(Common::ASCII_F10, SDLK_F10); // F10
- EventsBuffer::simulateKey(&_key_action[action], true);
- _key_action[action].setKey(KEY_ALL_SKIP);
- }
- EventsBuffer::simulateKey(&_key_action[action], true);
- return true;
- case SMARTPHONE_ACTION_RIGHTCLICK:
- _graphicsMan->add_right_click(true);
- return true;
- case SMARTPHONE_ACTION_LEFTCLICK:
- _graphicsMan->add_left_click(true);
- return true;
- case SMARTPHONE_ACTION_UP:
- _graphicsMan->move_cursor_up();
- return true;
- case SMARTPHONE_ACTION_DOWN:
- _graphicsMan->move_cursor_down();
- return true;
- case SMARTPHONE_ACTION_LEFT:
- _graphicsMan->move_cursor_left();
- return true;
- case SMARTPHONE_ACTION_RIGHT:
- _graphicsMan->move_cursor_right();
- return true;
- case SMARTPHONE_ACTION_ZONE:
- _graphicsMan->switch_zone();
- return true;
- case SMARTPHONE_ACTION_BINDKEYS:
- if (!keydialogrunning) {
- keydialogrunning = true;
- GUI::KeysDialog *keysDialog = new GUI::KeysDialog();
- keysDialog->runModal();
- delete keysDialog;
- keydialogrunning = false;
- }
- return true;
- case SMARTPHONE_ACTION_KEYBOARD:
- _graphicsMan->swap_smartphone_keyboard();
- return true;
- case SMARTPHONE_ACTION_ROTATE:
- _graphicsMan->smartphone_rotate_display();
- return true;
- case SMARTPHONE_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;
- }
-
- return false;
-}