/* 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. * */ #include "backends/platform/symbian/src/SymbianActions.h" #include "gui/message.h" #include "scumm/scumm.h" #include "common/config-manager.h" #include "common/translation.h" #include namespace GUI { // SumthinWicked says: we either split our Actions like WinCE did with Pocket/Smartphone // or we put them in this file separated by #ifdefs, this one is up to you, AnotherGuest :) const Common::String actionNames[] = { _s("Up"), _s("Down"), _s("Left"), _s("Right"), _s("Left Click"), _s("Right Click"), _s("Save"), _s("Skip"), _s("Zone"), _s("Multi Function"), _s("Swap character"), _s("Skip text"), _s("Pause"), _s("Fast mode"), _s("Quit"), _s("Debugger"), _s("Global menu"), _s("Virtual keyboard"), _s("Key mapper") }; #ifdef UIQ static const int ACTIONS_DEFAULT[ACTION_LAST] = { SDLK_UP, SDLK_DOWN, SDLK_LEFT, SDLK_RIGHT, SDLK_F1, SDLK_F2, SDLK_F5, SDLK_PAGEDOWN, '9', 0, 0, SDLK_PAGEUP, 0, 0, 0, 0, 0, 0, 0}; #elif defined(S60) const int ACTIONS_DEFAULT[ACTION_LAST] = { 0, 0, 0, 0, 0, 0, '*', '#', '9', 0, 0, 0, 0, 0, 0, 0, '0', 0, 0}; #elif defined(S90) const int ACTIONS_DEFAULT[ACTION_LAST] = { SDLK_UP, SDLK_DOWN, SDLK_LEFT, SDLK_RIGHT, 0, 0, SDLK_MENU, SDLK_ESCAPE, 0, 0 , 0, 0, 0, 0, 0, 0, 0, 0 ,0}; #else const int ACTIONS_DEFAULT[ACTION_LAST] = { SDLK_UP, SDLK_DOWN, SDLK_LEFT, SDLK_RIGHT, SDLK_F1, SDLK_F2, SDLK_MENU, SDLK_ESCAPE, 0, 0, 0, 0, 0, 0, 0, 0, '1', 0 ,0}; #endif // creator function according to Factory Pattern void SymbianActions::init() { _instance = new SymbianActions(); } Common::String SymbianActions::actionName(ActionType action) { return _(actionNames[action]); } int SymbianActions::size() { return ACTION_LAST; } Common::String SymbianActions::domain() { return Common::ConfigManager::kApplicationDomain; } int SymbianActions::version() { return ACTION_VERSION; } SymbianActions::SymbianActions() : Actions() { int i; for (i = 0; i < ACTION_LAST; i++) { _action_mapping[i] = ACTIONS_DEFAULT[i]; _action_enabled[i] = false; } } void SymbianActions::initInstanceMain(OSystem *mainSystem) { int i; // Need to do this since all old mappings are reset after engineDone _initialized = false; Actions::initInstanceMain(mainSystem); // Disable all mappings before setting main mappings again for (i = 0; i < ACTION_LAST; i++) { _action_enabled[i] = false; } // Mouse Up _action_enabled[ACTION_UP] = true; // Mouse Down _action_enabled[ACTION_DOWN] = true; // Mouse Left _action_enabled[ACTION_LEFT] = true; // Mouse Right _action_enabled[ACTION_RIGHT] = true; // Left Click _action_enabled[ACTION_LEFTCLICK] = true; // Right Click _action_enabled[ACTION_RIGHTCLICK] = true; // Skip _action_enabled[ACTION_SKIP] = true; _key_action[ACTION_SKIP].setKey(SDLK_ESCAPE); // Enable keymappings _action_enabled[ACTION_KEYMAPPER] = true; _key_action[ACTION_KEYMAPPER].setKey(Common::ASCII_F8, Common::KEYCODE_F8); // Enable VKB _action_enabled[ACTION_VKB] = true; _key_action[ACTION_VKB].setKey(Common::ASCII_F7, Common::KEYCODE_F7); } void SymbianActions::initInstanceGame() { Common::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"); Actions::initInstanceGame(); // Initialize keys for different actions // Pause if(is_cruise) { _key_action[ACTION_PAUSE].setKey('P'); } else { _key_action[ACTION_PAUSE].setKey(' '); } _action_enabled[ACTION_PAUSE] = true; // Save if (is_simon || is_sword2 || is_gob || is_kyra || is_feeble || is_tucker || is_groovie) _action_enabled[ACTION_SAVE] = false; else { _action_enabled[ACTION_SAVE] = true; if (is_queen) { _key_action[ACTION_SAVE].setKey(Common::ASCII_F1, Common::KEYCODE_F1); // F1 key for FOTAQ } else if (is_sky) { _key_action[ACTION_SAVE].setKey(Common::ASCII_F5, Common::KEYCODE_F5); } else if (is_cine || is_drascula || is_cruise) { _key_action[ACTION_SAVE].setKey(Common::ASCII_F10, Common::KEYCODE_F10); // F10 } else if (is_agi) { _key_action[ACTION_SAVE].setKey(Common::ASCII_ESCAPE, Common::KEYCODE_ESCAPE); } else if (is_parallaction) { _key_action[ACTION_SAVE].setKey('s', Common::KEYCODE_s); } else if (is_tinsel) { _key_action[ACTION_SAVE].setKey(Common::ASCII_F1, SDLK_F1); } else { _key_action[ACTION_SAVE].setKey(Common::ASCII_F5, Common::KEYCODE_F5); // F5 key } } // Quit _action_enabled[ACTION_QUIT] = true; // Skip text if (!is_cine && !is_parallaction && !is_groovie && !is_cruise && !is_made) _action_enabled[ACTION_SKIP_TEXT] = 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) _key_action[ACTION_SKIP_TEXT].setKey(Common::KEYCODE_ESCAPE, Common::KEYCODE_ESCAPE); // Escape key else { _key_action[ACTION_SKIP_TEXT].setKey(SDLK_PERIOD); } // Enable fast mode _action_enabled[ACTION_FASTMODE] = true; _key_action[ACTION_FASTMODE].setKey('f', Common::KEYCODE_f, KMOD_CTRL); // Swap character _action_enabled[ACTION_SWAPCHAR] = true; _key_action[ACTION_SWAPCHAR].setKey('b'); // b // Zone _action_enabled[ACTION_ZONE] = true; // Multi function key _action_enabled[ACTION_MULTI] = true; if (is_agi) _key_action[ACTION_MULTI].setKey(SDLK_PAUSE); // agi: show predictive dialog else if (is_gob) _key_action[ACTION_MULTI].setKey(Common::ASCII_F1, Common::KEYCODE_F1); // bargon : F1 to start else if (gameid == "atlantis") _key_action[ACTION_MULTI].setKey('0', Common::KEYCODE_KP0); // fate of atlantis : Ins to sucker-punch else _key_action[ACTION_MULTI].setKey('V', SDLK_v, KMOD_SHIFT); // FT cheat : shift-V // Enable debugger _action_enabled[ACTION_DEBUGGER] = true; _key_action[ACTION_DEBUGGER].setKey('d', Common::KEYCODE_d, KMOD_CTRL); // Enable global menu _action_enabled[ACTION_MAINMENU] = true; _key_action[ACTION_MAINMENU].setKey(Common::ASCII_F5, Common::KEYCODE_F5, KMOD_CTRL); } SymbianActions::~SymbianActions() { } bool SymbianActions::perform(ActionType /*action*/, bool /*pushed*/) { return false; } } // namespace GUI