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CEActions.h

/* ScummVM - Scumm Interpreter
 * Copyright (C) 2001-2004 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: /cvsroot/scummvm/scummvm/backends/wince/CEActions.h,v 1.3.2.1 2004/12/20 23:29:09 arisme Exp $
 *
 */

#ifndef CEACTIONS
#define CEACTIONS

#include "common/stdafx.h"
#include "common/scummsys.h"
#include "common/system.h"


#include "base/gameDetector.h"
#include "wince-sdl.h"
#include "Key.h"

#define MAX_ACTIONS 20

typedef int ActionType;

class OSystem_WINCE3;

class CEActions {
      public:
            static CEActions* Instance();
            static void init(GameDetector &detector);
            virtual void initInstanceMain(OSystem_WINCE3 *mainSystem);
            virtual void initInstanceGame();
            bool initialized();

            // Actions
            virtual bool perform(ActionType action, bool pushed = true) = 0;
            bool isActive(ActionType action);
            bool isEnabled(ActionType action);
            virtual String actionName(ActionType action) = 0;
            virtual int size() = 0;

            // Mapping
            void beginMapping(bool start);
            bool mappingActive();
            bool performMapped(unsigned int keyCode, bool pushed);
            bool loadMapping();
            bool saveMapping();
            unsigned int getMapping(ActionType action);
            void setMapping(ActionType action, unsigned int keyCode);

            // Action domain
            virtual String domain() = 0;
            virtual int version() = 0;

            virtual ~CEActions();

      protected:
            CEActions(GameDetector &detector);
            static CEActions* _instance;
            OSystem_WINCE3 *_mainSystem;
            GameDetector *_detector;
            Key _key_action[MAX_ACTIONS + 1];
            bool _action_active[MAX_ACTIONS + 1];
            bool _action_enabled[MAX_ACTIONS + 1];
            unsigned int _action_mapping[MAX_ACTIONS + 1];
            bool _mapping_active;
            bool _initialized;
      };    

#endif

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