mirror of
https://github.com/scummvm/scummvm.git
synced 2026-06-20 05:45:29 +00:00
Added detection of hovered hotspots (clickable areas on screen). Added detection of mouse release events in preparation for the handling of clicking on said hotspots.
311 lines
12 KiB
C++
311 lines
12 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "engines/nancy/input.h"
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#include "engines/nancy/nancy.h"
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#include "engines/nancy/scene.h"
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#include "engines/nancy/graphics.h"
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#include "common/events.h"
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#include "common/keyboard.h"
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#include "backends/keymapper/action.h"
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#include "backends/keymapper/keymap.h"
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#include "backends/keymapper/standard-actions.h"
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namespace Nancy {
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const int16 InputManager::mapButtonID = 10000;
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const int16 InputManager::textBoxID = 10002;
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const int16 InputManager::textBoxScrollbarID = 10003;
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const int16 InputManager::helpButtonID = 10004;
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const int16 InputManager::menuButtonID = 10005;
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const int16 InputManager::inventoryScrollbarID = 10006;
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const int16 InputManager::inventoryItemTakeID = 10007;
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const int16 InputManager::inventoryItemReturnID = 10008;
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const int16 InputManager::orderingPuzzleID = 10009;
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const int16 InputManager::orderingPuzzleEndID = 10010;
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const int16 InputManager::rotatingLockPuzzleUpID = 10011;
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const int16 InputManager::rotatingLockPuzzleDownID = 10012;
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const int16 InputManager::rotatingLockPuzzleEndID = 10013;
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const int16 InputManager::leverPuzzleID = 10014; // not sure abt the lever ones
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const int16 InputManager::leverPuzzleEndID = 10015;
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const int16 InputManager::telephoneID = 10016;
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const int16 InputManager::telephoneEndID = 10017;
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const int16 InputManager::sliderPuzzleID = 10018;
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const int16 InputManager::sliderPuzzleEndID = 10019;
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const int16 InputManager::passwordPuzzleEndID = 10020;
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void InputManager::processEvents() {
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using namespace Common;
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isClickValidLMB = false;
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isClickValidRMB = false;
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_inputs &= ~(kLeftMouseButtonUp | kRightMouseButtonUp);
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Common::Event event;
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// TODO consider adding a keymapper
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// TODO add debug key combos
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while (_engine->getEventManager()->pollEvent(event)) {
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switch (event.type) {
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case EVENT_CUSTOM_ENGINE_ACTION_START:
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// TODO add debug shortcuts
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switch (event.customType) {
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case kNancyActionMoveUp:
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_inputs |= kMoveUp;
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_engine->sceneManager->movementDirection |= SceneManager::kUp;
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break;
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case kNancyActionMoveDown:
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_inputs |= kMoveDown;
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_engine->sceneManager->movementDirection |= SceneManager::kDown;
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break;
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case kNancyActionMoveLeft:
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_inputs |= kMoveLeft;
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_engine->sceneManager->movementDirection |= SceneManager::kLeft;
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break;
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case kNancyActionMoveRight:
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_inputs |= kMoveRight;
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_engine->sceneManager->movementDirection |= SceneManager::kRight;
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break;
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case kNancyActionMoveFast:
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_inputs |= kMoveFastModifier;
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break;
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case kNancyActionLeftClick:
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_inputs |= kLeftMouseButtonDown;
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break;
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case kNancyActionRightClick:
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_inputs |= kRightMouseButtonDown;
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break;
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default:
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break;
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}
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break;
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case EVENT_CUSTOM_ENGINE_ACTION_END:
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switch (event.customType) {
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case kNancyActionMoveUp:
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_inputs &= ~kMoveUp;
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break;
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case kNancyActionMoveDown:
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_inputs &= ~kMoveDown;
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break;
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case kNancyActionMoveLeft:
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_inputs &= ~kMoveLeft;
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break;
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case kNancyActionMoveRight:
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_inputs &= ~kMoveRight;
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break;
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case kNancyActionMoveFast:
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_inputs &= ~kMoveFastModifier;
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break;
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case kNancyActionLeftClick:
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_inputs &= ~kLeftMouseButtonDown;
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_inputs |= kLeftMouseButtonUp;
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if (hoveredElementID != -1) {
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isClickValidLMB = true;
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}
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break;
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case kNancyActionRightClick:
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_inputs &= ~kRightMouseButtonDown;
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_inputs |= kRightMouseButtonUp;
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if (hoveredElementID != -1) {
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isClickValidRMB = true;
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}
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break;
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default:
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break;
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}
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break;
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case EVENT_KEYDOWN:
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switch (event.kbd.keycode) {
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// Launch debug console
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case KEYCODE_d:
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if (event.kbd.flags & Common::KBD_CTRL)
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_engine->launchConsole = true;
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break;
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// Quit
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case KEYCODE_q:
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if (event.kbd.flags & Common::KBD_CTRL) {
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_engine->quitGame();
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break;
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}
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break;
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default:
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break;
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}
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break;
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case EVENT_MOUSEMOVE:
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// TODO add frameMousePos
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break;
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default:
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break;
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}
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}
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// Discard conflicting directions
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byte dir = _engine->sceneManager->movementDirection;
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if ((dir & SceneManager::kUp) && (dir & SceneManager::kDown)) {
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_engine->sceneManager->movementDirection &= !(SceneManager::kUp | SceneManager::kDown);
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}
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if ((dir & SceneManager::kLeft) && (dir & SceneManager::kRight)) {
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_engine->sceneManager->movementDirection &= !(SceneManager::kLeft | SceneManager::kRight);
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}
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}
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bool InputManager::getInput(InputManager::InputType type) {
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return _inputs & type;
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}
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Common::Point InputManager::getMousePosition() {
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return _engine->getEventManager()->getMousePos();
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}
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void InputManager::setMousePosition(const Common::Point &newPos) {
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// Hopefully having two mouse move events in the queue won't break my handling code
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Common::Event newEvent;
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newEvent.mouse = newPos;
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newEvent.type = Common::EventType::EVENT_MOUSEMOVE;
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_engine->getEventManager()->pushEvent(newEvent);
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}
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// Passing -1 means keeping the previous value
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void InputManager::setPointerBitmap(int16 id, int16 style, int16 isHoldingItem) {
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ZRenderStruct &zr = _engine->graphics->getZRenderStruct("CUR IMAGE CURSOR");
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if (id != -1)
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pointerId = id;
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if (style != -1)
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pointerStyle = style;
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if (isHoldingItem != -1)
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itemHeld = (bool)isHoldingItem;
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if (itemHeld) {
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zr.sourceSurface = &_engine->graphics->_inventoryCursorsSurface;
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} else {
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zr.sourceSurface = &_engine->graphics->_object0Surface;
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}
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zr.sourceRect = cursorsData.rects[pointerId*3 + pointerStyle];
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}
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void InputManager::initKeymaps(Common::KeymapArray &keymaps) {
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using namespace Common;
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using namespace Nancy;
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Keymap *mainKeymap = new Keymap(Keymap::kKeymapTypeGame, "nancy-main", "Nancy Drew");
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Keymap *debugKeymap = new Keymap(Keymap::kKeymapTypeGame, "nancy-debug", "Nancy Drew - Debug/Cheat Shortcuts");
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Action *act;
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act = new Action(kStandardActionInteract, U32String("Left Click Interact"));
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act->setLeftClickEvent();
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act->setCustomEngineActionEvent(kNancyActionLeftClick);
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act->addDefaultInputMapping("MOUSE_LEFT");
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act->addDefaultInputMapping("JOY_A");
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mainKeymap->addAction(act);
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act = new Action("RCLK", U32String("Right Click Interact"));
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act->setRightClickEvent();
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act->setCustomEngineActionEvent(kNancyActionRightClick);
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act->addDefaultInputMapping("MOUSE_RIGHT");
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act->addDefaultInputMapping("JOY_B");
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mainKeymap->addAction(act);
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act = new Action(kStandardActionMoveUp, U32String("Move up"));
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act->setCustomEngineActionEvent(kNancyActionMoveUp);
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act->addDefaultInputMapping("UP");
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act->addDefaultInputMapping("JOY_UP");
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mainKeymap->addAction(act);
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act = new Action(kStandardActionMoveDown, U32String("Move down"));
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act->setCustomEngineActionEvent(kNancyActionMoveDown);
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act->addDefaultInputMapping("DOWN");
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act->addDefaultInputMapping("JOY_DOWN");
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mainKeymap->addAction(act);
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act = new Action(kStandardActionMoveLeft, U32String("Move left"));
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act->setCustomEngineActionEvent(kNancyActionMoveLeft);
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act->addDefaultInputMapping("LEFT");
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act->addDefaultInputMapping("JOY_LEFT");
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mainKeymap->addAction(act);
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act = new Action(kStandardActionMoveRight, U32String("Move right"));
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act->setCustomEngineActionEvent(kNancyActionMoveRight);
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act->addDefaultInputMapping("RIGHT");
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act->addDefaultInputMapping("JOY_RIGHT");
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mainKeymap->addAction(act);
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act = new Action("FASTM", U32String("Fast move modifier"));
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act->setCustomEngineActionEvent(kNancyActionMoveFast);
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act->addDefaultInputMapping("LCTRL");
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act->addDefaultInputMapping("JOY_LEFT_SHOULDER");
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mainKeymap->addAction(act);
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// Debug shortcuts
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act = new Action("FASTC", U32String("Toggle fast conversation mode"));
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act->setCustomEngineActionEvent(kNancyActionFastConvoToggle);
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act->addDefaultInputMapping("C+S+TAB+f");
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debugKeymap->addAction(act);
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act = new Action("ENDC", U32String("Toggle end conversation mode"));
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act->setCustomEngineActionEvent(kNancyActionEndConvoToggle);
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act->addDefaultInputMapping("C+S+TAB+e");
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debugKeymap->addAction(act);
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act = new Action("MMENU", U32String("Go to main menu"));
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act->setCustomEngineActionEvent(kNancyActionRequestMainMenu);
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act->addDefaultInputMapping("C+S+TAB+F2");
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debugKeymap->addAction(act);
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act = new Action("LDSV", U32String("Go to save/load menu"));
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act->setCustomEngineActionEvent(kNancyActionRequestSaveLoad);
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act->addDefaultInputMapping("C+S+TAB+F3");
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debugKeymap->addAction(act);
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act = new Action("RLDSV", U32String("Reload last save"));
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act->setCustomEngineActionEvent(kNancyActionReloadSave);
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act->addDefaultInputMapping("C+S+TAB+F4");
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debugKeymap->addAction(act);
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act = new Action("SETUP", U32String("Go to setup menu"));
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act->setCustomEngineActionEvent(kNancyActionRequestSetupMenu);
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act->addDefaultInputMapping("C+S+TAB+F6");
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debugKeymap->addAction(act);
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act = new Action("CRED", U32String("Show credits"));
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act->setCustomEngineActionEvent(kNancyActionRequestCredits);
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act->addDefaultInputMapping("C+S+TAB+F7");
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debugKeymap->addAction(act);
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act = new Action("MAP", U32String("Go to map screen"));
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act->setCustomEngineActionEvent(kNancyActionRequestMap);
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act->addDefaultInputMapping("C+S+TAB+F8");
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act->addDefaultInputMapping("C+S+TAB+m");
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debugKeymap->addAction(act);
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keymaps.push_back(mainKeymap);
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keymaps.push_back(debugKeymap);
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}
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} // End of namespace Nancy
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