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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 "CEActionsPocket.h"
#include "EventsBuffer.h"
#include "gui/message.h"
#include "scumm/scumm.h"
#include "common/config-manager.h"
#include "gui/KeysDialog.h"
#ifdef _WIN32_WCE
#define KEY_ALL_SKIP 3457
#endif
const String pocketActionNames[] = {
"Pause",
"Save",
"Quit",
"Skip",
"Hide Toolbar",
"Show Keyboard",
"Sound on/off",
"Right click",
"Show/Hide Cursor",
"Free look",
"Zoom up",
"Zoom down",
"Multi Function",
"Bind Keys",
"Cursor Up",
"Cursor Down",
"Cursor Left",
"Cursor Right",
"Left Click",
};
void CEActionsPocket::init() {
_instance = new CEActionsPocket(ConfMan.get("gameid"));
}
String CEActionsPocket::actionName(GUI::ActionType action) {
return pocketActionNames[action];
}
int CEActionsPocket::size() {
return POCKET_ACTION_LAST;
}
String CEActionsPocket::domain() {
return ConfMan.kApplicationDomain;
}
int CEActionsPocket::version() {
return POCKET_ACTION_VERSION;
}
CEActionsPocket::CEActionsPocket(const Common::String &gameid) :
GUI::Actions()
{
int i;
_right_click_needed = false;
_hide_toolbar_needed = false;
_zoom_needed = false;
for (i=0; i<POCKET_ACTION_LAST; i++) {
_action_mapping[i] = 0;
_action_enabled[i] = false;
}
// apply some default settings for emulated mouse
_action_enabled[POCKET_ACTION_LEFTCLICK] = true;
_action_enabled[POCKET_ACTION_UP] = true;
_action_enabled[POCKET_ACTION_DOWN] = true;
_action_enabled[POCKET_ACTION_LEFT] = true;
_action_enabled[POCKET_ACTION_RIGHT] = true;
_action_mapping[POCKET_ACTION_LEFTCLICK] = SDLK_F1;
_action_mapping[POCKET_ACTION_UP] = SDLK_UP;
_action_mapping[POCKET_ACTION_DOWN] = SDLK_DOWN;
_action_mapping[POCKET_ACTION_LEFT] = SDLK_LEFT;
_action_mapping[POCKET_ACTION_RIGHT] = SDLK_RIGHT;
}
void CEActionsPocket::initInstanceMain(OSystem *mainSystem) {
// Nothing generic to do for Pocket PC
_CESystem = static_cast<OSystem_WINCE3*>(mainSystem);
GUI_Actions::initInstanceMain(mainSystem);
}
void CEActionsPocket::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");
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)
_right_click_needed = true;
// See if a "hide toolbar" mapping could be needed
if (is_sword1 || is_sword2 || is_comi || is_groovie)
_hide_toolbar_needed = true;
// Initialize keys for different actions
// Pause
_key_action[POCKET_ACTION_PAUSE].setKey(VK_SPACE);
_action_enabled[POCKET_ACTION_PAUSE] = true;
// Save
if (is_simon || is_sword2 || is_gob || is_kyra || is_feeble || is_tucker || is_groovie)
_action_enabled[POCKET_ACTION_SAVE] = false;
else if (is_queen) {
_action_enabled[POCKET_ACTION_SAVE] = true;
_key_action[POCKET_ACTION_SAVE].setKey(Common::ASCII_F5, SDLK_F5); // F1 key for FOTAQ
} else if (is_sky) {
_action_enabled[POCKET_ACTION_SAVE] = true;
_key_action[POCKET_ACTION_SAVE].setKey(Common::ASCII_F5, SDLK_F5);
} else if (is_cine || is_drascula) {
_action_enabled[POCKET_ACTION_SAVE] = true;
_key_action[POCKET_ACTION_SAVE].setKey(Common::ASCII_F10, SDLK_F10); // F10
} else if (is_agi) {
_action_enabled[POCKET_ACTION_SAVE] = true;
_key_action[POCKET_ACTION_SAVE].setKey(Common::ASCII_ESCAPE, SDLK_ESCAPE);
} else if (is_parallaction) {
_action_enabled[POCKET_ACTION_SAVE] = true;
_key_action[POCKET_ACTION_SAVE].setKey('s', SDLK_s);
} else if (is_tinsel) {
_action_enabled[POCKET_ACTION_SAVE] = true;
_key_action[POCKET_ACTION_SAVE].setKey(Common::ASCII_F1, SDLK_F1);
} else {
_action_enabled[POCKET_ACTION_SAVE] = true;
_key_action[POCKET_ACTION_SAVE].setKey(Common::ASCII_F5, SDLK_F5); // F5 key
}
// Quit
_action_enabled[POCKET_ACTION_QUIT] = true;
// Skip
if (!is_cine && !is_parallaction && !is_groovie)
_action_enabled[POCKET_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)
_key_action[POCKET_ACTION_SKIP].setKey(VK_ESCAPE);
else
_key_action[POCKET_ACTION_SKIP].setKey(KEY_ALL_SKIP);
// Hide
_action_enabled[POCKET_ACTION_HIDE] = true;
// Keyboard
_action_enabled[POCKET_ACTION_KEYBOARD] = true;
// Sound
_action_enabled[POCKET_ACTION_SOUND] = true;
// RightClick
_action_enabled[POCKET_ACTION_RIGHTCLICK] = true;
// Cursor
_action_enabled[POCKET_ACTION_CURSOR] = true;
// Freelook
_action_enabled[POCKET_ACTION_FREELOOK] = true;
// Zoom
if (is_sword1 || is_sword2 || is_comi || is_touche) {
_zoom_needed = true;
_action_enabled[POCKET_ACTION_ZOOM_UP] = true;
_action_enabled[POCKET_ACTION_ZOOM_DOWN] = true;
}
// Multi function key
_action_enabled[POCKET_ACTION_MULTI] = true;
if (is_agi)
_key_action[POCKET_ACTION_MULTI].setKey(SDLK_PAUSE); // agi: show predictive dialog
else if (is_gob)
_key_action[POCKET_ACTION_MULTI].setKey(Common::ASCII_F1, SDLK_F1); // bargon : F1 to start
else if (gameid == "atlantis")
_key_action[POCKET_ACTION_MULTI].setKey(0, SDLK_KP0); // fate of atlantis : Ins to sucker-punch
else
_key_action[POCKET_ACTION_MULTI].setKey('V', SDLK_v, KMOD_SHIFT); // FT cheat : shift-V
// Key bind method
_action_enabled[POCKET_ACTION_BINDKEYS] = true;
}
CEActionsPocket::~CEActionsPocket() {
}
bool CEActionsPocket::perform(GUI::ActionType action, bool pushed) {
static bool keydialogrunning = false, quitdialog = false;
if (!pushed) {
switch(action) {
case POCKET_ACTION_RIGHTCLICK:
_CESystem->add_right_click(false);
return true;
case POCKET_ACTION_LEFTCLICK:
_CESystem->add_left_click(false);
return true;
case POCKET_ACTION_PAUSE:
case POCKET_ACTION_SAVE:
case POCKET_ACTION_SKIP:
case POCKET_ACTION_MULTI:
EventsBuffer::simulateKey(&_key_action[action], false);
return true;
}
return false;
}
switch (action) {
case POCKET_ACTION_PAUSE:
case POCKET_ACTION_SAVE:
case POCKET_ACTION_SKIP:
case POCKET_ACTION_MULTI:
if (action == POCKET_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);
}
EventsBuffer::simulateKey(&_key_action[action], true);
return true;
case POCKET_ACTION_KEYBOARD:
_CESystem->swap_panel();
return true;
case POCKET_ACTION_HIDE:
_CESystem->swap_panel_visibility();
return true;
case POCKET_ACTION_SOUND:
_CESystem->swap_sound_master();
return true;
case POCKET_ACTION_RIGHTCLICK:
_CESystem->add_right_click(true);
return true;
case POCKET_ACTION_CURSOR:
_CESystem->swap_mouse_visibility();
return true;
case POCKET_ACTION_FREELOOK:
_CESystem->swap_freeLook();
return true;
case POCKET_ACTION_ZOOM_UP:
_CESystem->swap_zoom_up();
return true;
case POCKET_ACTION_ZOOM_DOWN:
_CESystem->swap_zoom_down();
return true;
case POCKET_ACTION_LEFTCLICK:
_CESystem->add_left_click(true);
return true;
case POCKET_ACTION_UP:
_CESystem->move_cursor_up();
return true;
case POCKET_ACTION_DOWN:
_CESystem->move_cursor_down();
return true;
case POCKET_ACTION_LEFT:
_CESystem->move_cursor_left();
return true;
case POCKET_ACTION_RIGHT:
_CESystem->move_cursor_right();
return true;
case POCKET_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;
case POCKET_ACTION_BINDKEYS:
if (!keydialogrunning) {
keydialogrunning = true;
GUI::KeysDialog *keysDialog = new GUI::KeysDialog();
keysDialog->runModal();
delete keysDialog;
keydialogrunning = false;
}
return true;
}
return false;
}
bool CEActionsPocket::needsRightClickMapping() {
if (!_right_click_needed)
return false;
else
return (_action_mapping[POCKET_ACTION_RIGHTCLICK] == 0);
}
bool CEActionsPocket::needsHideToolbarMapping() {
if (!_hide_toolbar_needed)
return false;
else
return (_action_mapping[POCKET_ACTION_HIDE] == 0);
}
bool CEActionsPocket::needsZoomMapping() {
if (!_zoom_needed)
return false;
else
return (_action_mapping[POCKET_ACTION_ZOOM_UP] == 0 || _action_mapping[POCKET_ACTION_ZOOM_DOWN] == 0);
}
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