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engines/chamber/metaengine.cpp
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118
engines/chamber/metaengine.cpp
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "chamber/chamber.h"
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#include "engines/advancedDetector.h"
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#include "common/translation.h"
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#include "backends/keymapper/action.h"
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#include "backends/keymapper/keymapper.h"
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#include "backends/keymapper/standard-actions.h"
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namespace Chamber {
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Common::Language ChamberEngine::getLanguage() const {
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return _gameDescription->language;
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}
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} // end of namespace Chamber
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class ChamberMetaEngine : public AdvancedMetaEngine<ADGameDescription> {
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public:
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const char *getName() const override {
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return "chamber";
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}
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Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const override;
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Common::KeymapArray initKeymaps(const char *target) const override;
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};
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Common::Error ChamberMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
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*engine = new Chamber::ChamberEngine(syst, desc);
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return Common::kNoError;
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}
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Common::KeymapArray ChamberMetaEngine::initKeymaps(const char *target) const {
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using namespace Common;
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using namespace Chamber;
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Keymap *engineKeymap = new Keymap(Keymap::kKeymapTypeGame, "chamber-default", _("Default keymappings"));
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Keymap *gameKeymap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game keymappings"));
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Keymap *quitDialogKeymap = new Keymap(Keymap::kKeymapTypeGame, "quit-dialog", _("Quit dialog keymappings"));
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Action *act;
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act = new Action(kStandardActionLeftClick, _("Select / Interact"));
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act->setLeftClickEvent();
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act->addDefaultInputMapping("MOUSE_LEFT");
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act->addDefaultInputMapping("JOY_A");
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engineKeymap->addAction(act);
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act = new Action(kStandardActionRightClick, _("Select / Interact"));
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act->setRightClickEvent();
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act->addDefaultInputMapping("MOUSE_RIGHT");
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act->addDefaultInputMapping("JOY_B");
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engineKeymap->addAction(act);
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act = new Action("INTERACT", _("Select / Interact"));
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act->setCustomEngineActionEvent(kActionInteract);
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act->addDefaultInputMapping("SPACE");
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gameKeymap->addAction(act);
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// Only the EN_USA version has a quit dialog. Input handling does a similar check.
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if (parseLanguage(ConfMan.get("language")) == EN_USA) {
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act = new Action("QUIT", _("Quit"));
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act->setCustomEngineActionEvent(kActionQuit);
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act->addDefaultInputMapping("ESCAPE");
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act->addDefaultInputMapping("JOY_X");
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gameKeymap->addAction(act);
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}
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act = new Action("YES", _("Yes"));
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act->setCustomEngineActionEvent(kActionYes);
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act->addDefaultInputMapping("y");
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act->addDefaultInputMapping("JOY_A");
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quitDialogKeymap->addAction(act);
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act = new Action("NO", _("No"));
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act->setCustomEngineActionEvent(kActionNo);
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act->addDefaultInputMapping("n");
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act->addDefaultInputMapping("JOY_B");
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quitDialogKeymap->addAction(act);
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Common::KeymapArray keymaps(3);
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keymaps[0] = engineKeymap;
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keymaps[1] = gameKeymap;
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keymaps[2] = quitDialogKeymap;
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quitDialogKeymap->setEnabled(false);
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return keymaps;
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}
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#if PLUGIN_ENABLED_DYNAMIC(CHAMBER)
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REGISTER_PLUGIN_DYNAMIC(CHAMBER, PLUGIN_TYPE_ENGINE, ChamberMetaEngine);
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#else
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REGISTER_PLUGIN_STATIC(CHAMBER, PLUGIN_TYPE_ENGINE, ChamberMetaEngine);
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#endif
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