1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162
|
/* 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.
*
*/
#include "gui/Actions.h"
#include "gui/message.h"
#include "common/config-manager.h"
#ifdef _WIN32_WCE
#include "backends/platform/wince/CEActionsPocket.h"
#include "backends/platform/wince/CEActionsSmartphone.h"
#include "backends/platform/wince/CEDevice.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 < size(); ++i) {
if (_action_mapping[i] == keyCode && _action_enabled[i])
return perform((ActionType)i, pushed);
}
return false;
}
bool Actions::loadMapping() {
const char *tempo;
int current_version;
int i;
current_version = ConfMan.getInt("action_mapping_version", domain());
if (current_version != version())
return false;
tempo = ConfMan.get("action_mapping", domain()).c_str();
if (tempo && strlen(tempo)) {
for (i = 0; i < size(); ++i) {
char x[7];
int j;
memset(x, 0, sizeof(x));
memcpy(x, tempo + 5 * i, 4);
sscanf(x, "%x", &j);
_action_mapping[i] = j;
}
return true;
} else
return false;
}
bool Actions::saveMapping() {
char tempo[200];
int i;
tempo[0] = '\0';
ConfMan.setInt("action_mapping_version", version(), domain());
for (i = 0; i < size(); ++i) {
char x[10];
sprintf(x, "%.4x ", _action_mapping[i]);
strcat(tempo, x);
}
ConfMan.set("action_mapping", tempo, domain());
ConfMan.flushToDisk();
return true;
}
unsigned int Actions::getMapping(ActionType action) {
return _action_mapping[action];
}
void Actions::setMapping(ActionType action, unsigned int keyCode) {
int i;
for (i = 0; i < size(); ++i) {
if (_action_mapping[i] == keyCode)
_action_mapping[i] = 0;
}
_action_mapping[action] = keyCode;
}
Key& Actions::getKeyAction(ActionType action) {
return _key_action[action];
}
Actions *Actions::_instance = NULL;
} // namespace GUI
|