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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.
*
* $URL$
* $Id$
*
*/
#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 <sdl.h>
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
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