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CEActionsSmartphone.cpp

/* 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: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-1-0-0rc1/backends/platform/wince/CEActionsSmartphone.cpp $
 * $Id: CEActionsSmartphone.cpp 43036 2009-08-04 12:20:17Z knakos $
 *
 */

#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 = (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");
      bool is_cruise = (gameid == "cruise");
      bool is_made = (gameid == "made");

      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 || is_cruise)
            _right_click_needed = true;

      // Initialize keys for different actions
      // Save
      if (is_simon || is_sword2 || is_gob || is_kyra || is_feeble || is_groovie)
            _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 || is_drascula || is_cruise) {
            _action_enabled[SMARTPHONE_ACTION_SAVE] = true;
            _key_action[SMARTPHONE_ACTION_SAVE].setKey(Common::ASCII_F10, SDLK_F10); //F10
      } else if (is_agi || is_made) {
            _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 if (is_tinsel) {
            _action_enabled[SMARTPHONE_ACTION_SAVE] = true;
            _key_action[SMARTPHONE_ACTION_SAVE].setKey(Common::ASCII_F1, SDLK_F1);
      } 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_tinsel ||
                  is_saga || is_kyra || is_touche || is_lure || is_feeble || is_drascula || is_tucker ||
                  is_groovie || is_cruise || is_made)
            _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;
      // Disable double-tap right-click for convenience
      if (is_tinsel || is_cruise)
            if (!ConfMan.hasKey("no_doubletap_rightclick")) {
                  ConfMan.setBool("no_doubletap_rightclick", true);
                  ConfMan.flushToDisk();
            }
}


CEActionsSmartphone::~CEActionsSmartphone() {
}

bool CEActionsSmartphone::perform(GUI::ActionType action, bool pushed) {
      static bool keydialogrunning = false, quitdialog = 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:
                  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;
      }

      return false;
}

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