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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 "CEActionsSmartphone.h"
#include "EventsBuffer.h"
#include "gui/message.h"
#include "scumm/scumm.h"
#include "common/config-manager.h"
#include "gui/KeysDialog.h"
#define KEY_ALL_SKIP 3457
const String smartphoneActionNames[] = {
"Up",
"Down",
"Left",
"Right",
"Left Click",
"Right Click",
"Save",
"Skip",
"Zone",
"Multi Function",
"Bind Keys",
"Keyboard",
"Rotate",
"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 = (gameid == "kyra1");
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");
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_samnmax || is_cine || is_touche || is_parallaction)
_right_click_needed = true;
// Initialize keys for different actions
// Save
if (is_simon || is_sword2 || is_gob || is_kyra || is_touche || is_feeble)
_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) {
_action_enabled[SMARTPHONE_ACTION_SAVE] = true;
_key_action[SMARTPHONE_ACTION_SAVE].setKey(Common::ASCII_F10, SDLK_F10); //F10
} else if (is_agi) {
_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 {
_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_saga || is_kyra || is_touche || is_lure || is_feeble)
_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
_key_action[SMARTPHONE_ACTION_MULTI].setKey('V', SDLK_v, KMOD_SHIFT); // FT cheat : shift-V
// Bind keys
_action_enabled[SMARTPHONE_ACTION_BINDKEYS] = true;
}
CEActionsSmartphone::~CEActionsSmartphone() {
}
bool CEActionsSmartphone::perform(GUI::ActionType action, bool pushed) {
static bool keydialogrunning = false;
if (!pushed) {
switch (action) {
case SMARTPHONE_ACTION_RIGHTCLICK:
_CESystem->add_right_click(false);
return true;
case SMARTPHONE_ACTION_LEFTCLICK:
_CESystem->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);
}
EventsBuffer::simulateKey(&_key_action[action], true);
return true;
case SMARTPHONE_ACTION_RIGHTCLICK:
_CESystem->add_right_click(true);
return true;
case SMARTPHONE_ACTION_LEFTCLICK:
_CESystem->add_left_click(true);
return true;
case SMARTPHONE_ACTION_UP:
_CESystem->move_cursor_up();
return true;
case SMARTPHONE_ACTION_DOWN:
_CESystem->move_cursor_down();
return true;
case SMARTPHONE_ACTION_LEFT:
_CESystem->move_cursor_left();
return true;
case SMARTPHONE_ACTION_RIGHT:
_CESystem->move_cursor_right();
return true;
case SMARTPHONE_ACTION_ZONE:
_CESystem->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:
_CESystem->swap_smartphone_keyboard();
return true;
case SMARTPHONE_ACTION_ROTATE:
_CESystem->smartphone_rotate_display();
return true;
case SMARTPHONE_ACTION_QUIT:
{
GUI::MessageDialog alert(" Are you sure you want to quit ? ", "Yes", "No");
if (alert.runModal() == GUI::kMessageOK)
_mainSystem->quit();
return true;
}
}
return false;
}
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