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scummvm/engines/crab/input/input.cpp
T

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#include "common/system.h"
#include "common/translation.h"
#include "crab/crab.h"
#include "crab/loaders.h"
#include "crab/XMLDoc.h"
#include "crab/input/input.h"
namespace Crab {
using namespace pyrodactyl::input;
//------------------------------------------------------------------------
// Purpose: Return pressed/depressed state of key
//------------------------------------------------------------------------
bool InputManager::state(const InputType &val) {
return _ivState[val];
}
void InputManager::populateKeyTable() {
for (uint type = IG_START; type < IT_TOTAL; type++) {
_keyDescs[type] = '\0';
}
setKeyBindingMode(KBM_GAME);
for (uint i = IG_START; i < IG_SIZE + IG_START; i++) {
getAssociatedKey((InputType)i);
}
setKeyBindingMode(KBM_UI);
for (uint i = IU_START; i < IU_SIZE + IU_START; i++) {
getAssociatedKey((InputType)i);
}
}
Common::String InputManager::getAssociatedKey(const InputType &type) {
// Return cached copy if available
if (_keyDescs[type].size() > 0)
return _keyDescs[type];
Common::KeymapArray keymapArr = g_system->getEventManager()->getKeymapper()->getKeymaps();
for(Common::Keymap *keymap : keymapArr) {
if (keymap->getType() != Common::Keymap::kKeymapTypeGame)
continue;
const Common::Keymap::ActionArray actions = keymap->getActions();
for (Common::Action *action : actions) {
if ((int)action->event.customType == type) {
_keyDescs[type] = Common::String(keymap->getActionMapping(action)[0].description);
_keyDescs[type].toUppercase();
break;
}
}
}
return _keyDescs[type];
}
Common::Keymap* InputManager::getDefaultKeyMapsForGame() {
using namespace Common;
Keymap *keymap = new Keymap(Keymap::kKeymapTypeGame, "Unrest-Game", "Keymappings for Game");
Action *act;
act = new Action(kStandardActionMoveUp, _("Up"));
act->setCustomEngineActionEvent(IG_UP);
act->addDefaultInputMapping("UP");
act->addDefaultInputMapping("JOY_UP");
keymap->addAction(act);
act = new Action(kStandardActionMoveDown, _("Down"));
act->setCustomEngineActionEvent(IG_DOWN);
act->addDefaultInputMapping("DOWN");
act->addDefaultInputMapping("JOY_DOWN");
keymap->addAction(act);
act = new Action(kStandardActionMoveLeft, _("Left"));
act->setCustomEngineActionEvent(IG_LEFT);
act->addDefaultInputMapping("LEFT");
act->addDefaultInputMapping("JOY_LEFT");
keymap->addAction(act);
act = new Action(kStandardActionMoveRight, _("Right"));
act->setCustomEngineActionEvent(IG_RIGHT);
act->addDefaultInputMapping("RIGHT");
act->addDefaultInputMapping("JOY_RIGHT");
keymap->addAction(act);
act = new Action("TALK", _("Talk/Interact"));
act->setCustomEngineActionEvent(IG_TALK);
act->addDefaultInputMapping("RETURN");
act->addDefaultInputMapping("JOY_A");
keymap->addAction(act);
return keymap;
}
Common::Keymap* InputManager::getDefaultKeyMapsForUI() {
using namespace Common;
Keymap *uiKeymap = new Keymap(Keymap::kKeymapTypeGame, "Unrest-UI", "Keymappings for UI");
Action *act;
act = new Action("UI_UP", _("Up"));
act->setCustomEngineActionEvent(IU_UP);
act->addDefaultInputMapping("UP");
act->addDefaultInputMapping("JOY_UP");
uiKeymap->addAction(act);
act = new Action("UI_DOWN", _("Down"));
act->setCustomEngineActionEvent(IU_DOWN);
act->addDefaultInputMapping("DOWN");
act->addDefaultInputMapping("JOY_DOWN");
uiKeymap->addAction(act);
act = new Action("UI_LEFT", _("Left"));
act->setCustomEngineActionEvent(IU_LEFT);
act->addDefaultInputMapping("LEFT");
act->addDefaultInputMapping("JOY_LEFT");
uiKeymap->addAction(act);
act = new Action("UI_RIGHT", _("Right"));
act->setCustomEngineActionEvent(IU_RIGHT);
act->addDefaultInputMapping("RIGHT");
act->addDefaultInputMapping("JOY_RIGHT");
uiKeymap->addAction(act);
act = new Action("UI_ACCEPT", _("Accept"));
act->setCustomEngineActionEvent(IU_ACCEPT);
act->addDefaultInputMapping("RETURN");
act->addDefaultInputMapping("JOY_A");
uiKeymap->addAction(act);
act = new Action("REPLY1", _("Reply 1"));
act->setCustomEngineActionEvent(IU_REPLY_0);
act->addDefaultInputMapping("1");
uiKeymap->addAction(act);
act = new Action("REPLY2", _("Reply 2"));
act->setCustomEngineActionEvent(IU_REPLY_1);
act->addDefaultInputMapping("2");
uiKeymap->addAction(act);
act = new Action("REPLY3", _("Reply 3"));
act->setCustomEngineActionEvent(IU_REPLY_2);
act->addDefaultInputMapping("3");
uiKeymap->addAction(act);
act = new Action("REPLY4", _("Reply 4"));
act->setCustomEngineActionEvent(IU_REPLY_3);
act->addDefaultInputMapping("4");
uiKeymap->addAction(act);
act = new Action("REPLY5", _("Reply 5"));
act->setCustomEngineActionEvent(IU_REPLY_4);
act->addDefaultInputMapping("5");
uiKeymap->addAction(act);
act = new Action("REPLY6", _("Reply 6"));
act->setCustomEngineActionEvent(IU_REPLY_5);
act->addDefaultInputMapping("6");
uiKeymap->addAction(act);
return uiKeymap;
}
Common::Keymap* InputManager::getDefaultKeyMapsForHUD() {
using namespace Common;
Keymap *hudKeymap = new Keymap(Keymap::kKeymapTypeGame, "Unrest-HUD", "Keymappings for HUD");
Action *act;
act = new Action("MAP", _("Map"));
act->setCustomEngineActionEvent(IG_MAP);
act->addDefaultInputMapping("m");
hudKeymap->addAction(act);
act = new Action("JOURNAL", _("Journal"));
act->setCustomEngineActionEvent(IG_JOURNAL);
act->addDefaultInputMapping("j");
hudKeymap->addAction(act);
act = new Action("INVENTORY", _("Inventory"));
act->setCustomEngineActionEvent(IG_INVENTORY);
act->addDefaultInputMapping("i");
hudKeymap->addAction(act);
act = new Action("TRAITS", _("Traits"));
act->setCustomEngineActionEvent(IG_CHARACTER);
act->addDefaultInputMapping("t");
hudKeymap->addAction(act);
return hudKeymap;
}
void InputManager::setKeyBindingMode(KeyBindingMode mode) {
_keyMode = mode;
Common::Keymapper *const mapper = g_engine->getEventManager()->getKeymapper();
mapper->disableAllGameKeymaps();
mapper->setGameKeymapState("Unrest-HUD", true);
switch (mode) {
case KBM_GAME:
mapper->setGameKeymapState("Unrest-Game", true);
break;
case KBM_UI:
mapper->setGameKeymapState("Unrest-UI", true);
break;
}
// Clear All inputs
clearInputs();
}
} // End of namespace Crab