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/* ScummVM - Scumm Interpreter
* Copyright (C) 2001/2002 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifdef _WIN32_WCE
// Handle mapping of actions to hardware keys
#include "stdafx.h"
#include <assert.h>
#include <Winuser.h>
#include <sipapi.h>
#include <Aygshell.h>
#include <gx.h>
#include "dynamic_imports.h"
#include "gapi_keys.h"
#include "screen.h"
struct oneAction _actions[TOTAL_ACTIONS];
struct GXKeyList _portrait_keys;
struct GXKeyList _landscape_keys;
pAction *_action_functions;
void handleSelectGameUp(void);
void handleSelectGameDown(void);
void handleSelectGameButton(void);
const char* ActionsText[] = {
"None",
"Pause",
"Save",
"Quit",
"Skip",
"Hide",
"Keyboard",
"Sound",
"Right click",
"Cursor on/off",
"Subtitles on/off",
"Boss"
};
bool _typeExists(unsigned int x) {
int i;
for (i=0; i<TOTAL_ACTIONS; i++)
if (_actions[i].action_type == x)
return true;
return false;
}
const char* getActionName(int action) {
return ActionsText[action];
}
void GAPIKeysInit() {
dynamicGXOpenInput();
GAPIKeysGetReference();
}
void GAPIKeysInitActions(pAction *functions) {
int i;
for (i=0; i<TOTAL_ACTIONS; i++) {
_actions[i].action_key = 0;
}
/* Default actions */
/*
_actions[0].action_type = ACTION_PAUSE;
_actions[1].action_type = ACTION_SAVE;
_actions[2].action_type = ACTION_QUIT;
_actions[3].action_type = ACTION_SKIP;
_actions[4].action_type = ACTION_HIDE;
*/
_action_functions = functions;
}
void GAPIKeysGetReference() {
/*
if(GetScreenMode()) {
_keys = GXGetDefaultKeys(GX_LANDSCAPEKEYS);
} else {
_keys = GXGetDefaultKeys(GX_NORMALKEYS);
}
*/
_portrait_keys = dynamicGXGetDefaultKeys(GX_NORMALKEYS);
_landscape_keys = dynamicGXGetDefaultKeys(GX_LANDSCAPEKEYS);
}
void GAPIKeysHandleSelect(int key) {
if (key == _portrait_keys.vkUp)
handleSelectGameUp();
if (key == _portrait_keys.vkDown)
handleSelectGameDown();
if (key == _portrait_keys.vkA ||
key == _portrait_keys.vkB ||
key == _portrait_keys.vkC ||
key == _portrait_keys.vkStart)
handleSelectGameButton();
}
unsigned int GAPIKeysTranslate(unsigned int key) {
/*
if (key == _landscape_keys.vkUp)
return _portrait_keys.vkUp;
if (key == _landscape_keys.vkDown)
return _portrait_keys.vkDown;
if (key == _landscape_keys.vkLeft)
return _portrait_keys.vkLeft;
if (key == _landscape_keys.vkRight)
return _portrait_keys.vkRight;
if (key == _landscape_keys.vkA)
return _portrait_keys.vkA;
if (key == _landscape_keys.vkB)
return _portrait_keys.vkB;
if (key == _landscape_keys.vkC)
return _portrait_keys.vkC;
if (key == _landscape_keys.vkStart)
return _portrait_keys.vkStart;
*/
return key;
}
/*
const unsigned char getGAPIKeyMapping(short key) {
// first the standard GAPI controls
if (key == _keys.vkA)
return GAPI_KEY_VKA;
if (key == _keys.vkB)
return GAPI_KEY_VKB;
if (key == _keys.vkC)
return GAPI_KEY_VKC;
if (key == _keys.vkStart)
return GAPI_KEY_VKSTART;
if (key == _keys.vkUp)
return GAPI_KEY_VKUP;
if (key == _keys.vkDown)
return GAPI_KEY_VKDOWN;
if (key == _keys.vkLeft)
return GAPI_KEY_VKLEFT;
if (key == _keys.vkRight)
return GAPI_KEY_VKRIGHT;
switch (key) {
// then the "unsupported" keys
case INTERNAL_KEY_CALENDAR:
return GAPI_KEY_CALENDAR;
case INTERNAL_KEY_CONTACTS:
return GAPI_KEY_CONTACTS;
case INTERNAL_KEY_INBOX:
return GAPI_KEY_INBOX;
case INTERNAL_KEY_ITASK:
return GAPI_KEY_ITASK;
default:
return 0;
}
}
*/
const char* getGAPIKeyName(unsigned int key) {
static char key_name[50];
if (!key)
return "Not mapped";
if (key == (unsigned int)_portrait_keys.vkA)
return "Button A";
if (key == (unsigned int)_portrait_keys.vkB)
return "Button B";
if (key == (unsigned int)_portrait_keys.vkC)
return "Button C";
if (key == (unsigned int)_portrait_keys.vkStart)
return "Button Start";
if (key == (unsigned int)_portrait_keys.vkUp)
return "Pad Up";
if (key == (unsigned int)_portrait_keys.vkDown)
return "Pad Down";
if (key == (unsigned int)_portrait_keys.vkLeft)
return "Pad Left";
if (key == (unsigned int)_portrait_keys.vkRight)
return "Pad Right";
if (key == INTERNAL_KEY_CALENDAR)
return "Button Calendar";
if (key == INTERNAL_KEY_CONTACTS)
return "Button Contacts";
if (key == INTERNAL_KEY_INBOX)
return "Button Inbox";
if (key == INTERNAL_KEY_ITASK)
return "Button ITask";
sprintf(key_name, "Key %.4x", key);
return key_name;
/*
switch(key) {
case 0:
return "Not mapped";
case GAPI_KEY_VKA:
return "Button A";
case GAPI_KEY_VKB:
return "Button B";
case GAPI_KEY_VKC:
return "Button C";
case GAPI_KEY_VKSTART:
return "Button Start";
case GAPI_KEY_CALENDAR:
return "Button Calendar";
case GAPI_KEY_CONTACTS:
return "Button Contacts";
case GAPI_KEY_INBOX:
return "Button Inbox";
case GAPI_KEY_ITASK:
return "Button ITask";
case GAPI_KEY_VKUP:
return "Pad Up";
case GAPI_KEY_VKDOWN:
return "Pad Down";
case GAPI_KEY_VKLEFT:
return "Pad Left";
case GAPI_KEY_VKRIGHT:
return "Pad Right";
default:
sprintf(key_name, "Unknown key %.4x", key);
return key_name;
}
*/
}
struct oneAction* getAction(int action) {
return &_actions[action];
}
bool processAction (unsigned int key) {
int i;
/*
unsigned char GAPI_key;
GAPI_key = getGAPIKeyMapping(key);
if (!GAPI_key)
return;
*/
for (i=0; i<TOTAL_ACTIONS; i++) {
//if (_actions[i].action_key == GAPI_key &&
/*
if (_actions[i].action_key == key &&
_actions[i].action_type != ACTION_NONE &&
_action_functions[_actions[i].action_type - 1]) {
_action_functions[_actions[i].action_type - 1]();
return true;
}
*/
if (_actions[i].action_key && _actions[i].action_key == key) {
_action_functions[i]();
return true;
}
}
return false;
}
void clearActionKey (unsigned char key) {
int i;
for (i=0; i<TOTAL_ACTIONS; i++)
if (_actions[i].action_key == key) {
_actions[i].action_key = 0;
}
}
const unsigned int* getActionKeys() {
int i;
static unsigned int actionKeys[TOTAL_ACTIONS];
for (i=0; i<TOTAL_ACTIONS; i++)
actionKeys[i] = _actions[i].action_key;
return actionKeys;
}
const unsigned char* getActionTypes() {
int i;
static unsigned char actionTypes[TOTAL_ACTIONS];
for (i=0; i<TOTAL_ACTIONS; i++)
actionTypes[i] = _actions[i].action_type;
return actionTypes;
}
void setNextType(int action) {
int start = _actions[action].action_type;
int current = start;
for (;;) {
current++;
if (current == start)
return;
if (current > TOTAL_ACTIONS)
current = 1;
if (!_typeExists(current)) {
_actions[action].action_type = current;
return;
}
}
}
void setPreviousType(int action) {
int start = _actions[action].action_type;
int current = start;
for (;;) {
current--;
if (current == start)
return;
if (current <= 0)
current = TOTAL_ACTIONS;
if (!_typeExists(current)) {
_actions[action].action_type = current;
return;
}
}
}
void setActionKeys(unsigned int *actionKeys) {
int i;
for (i=0; i<TOTAL_ACTIONS; i++)
_actions[i].action_key = actionKeys[i];
}
void setActionTypes(unsigned char *actionTypes) {
int i;
for (i=0; i<TOTAL_ACTIONS; i++)
_actions[i].action_type = (ActionType)actionTypes[i];
}
#endif
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