/* 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. * * $URL$ * $Id$ * */ #include "gui/Actions.h" #include "gui/message.h" #include "scumm/scumm.h" #include "common/config-manager.h" #ifdef _WIN32_WCE #include "backends/platform/wince/CEActionsPocket.h" #include "backends/platform/wince/CEActionsSmartphone.h" #elif defined(__SYMBIAN32__) #include "backends/platform/symbian/src/SymbianActions.h" #endif namespace GUI { Actions* Actions::Instance() { return _instance; } Actions::Actions() : _mapping_active(false), _initialized(false) { } Actions::~Actions() { } // call the correct object creator function according to the Factory Pattern void Actions::init() { #ifdef _WIN32_WCE // For WinCE: now use software + Factory pattern to create correct objects if (!CEDevice::isSmartphone()) CEActionsPocket::init(); else CEActionsSmartphone::init(); #elif defined(__SYMBIAN32__) SymbianActions::init(); #endif } void Actions::initInstanceMain(OSystem *mainSystem) { _mainSystem = mainSystem; } void Actions::initInstanceGame() { _instance->_initialized = true; } bool Actions::initialized() { return _initialized; } bool Actions::isActive(ActionType action) { return false; } bool Actions::isEnabled(ActionType action) { return _action_enabled[action]; } void Actions::beginMapping(bool start) { _mapping_active = start; } bool Actions::mappingActive() { return _mapping_active; } bool Actions::performMapped(unsigned int keyCode, bool pushed) { int i; for (i=0; i