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engines/nancy/input.cpp
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247
engines/nancy/input.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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* 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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/translation.h"
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#include "common/system.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/keymapper.h"
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#include "backends/keymapper/standard-actions.h"
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#include "engines/nancy/nancy.h"
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#include "engines/nancy/input.h"
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namespace Nancy {
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const char *InputManager::_mazeKeymapID = "nancy-maze";
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void InputManager::processEvents() {
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using namespace Common;
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Common::Event event;
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_inputs &= ~(NancyInput::kLeftMouseButtonDown | NancyInput::kLeftMouseButtonUp | NancyInput::kRightMouseButtonDown | NancyInput::kRightMouseButtonUp | NancyInput::kRaycastMap);
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_otherKbdInput.clear();
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while (g_nancy->getEventManager()->pollEvent(event)) {
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switch (event.type) {
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case EVENT_KEYDOWN:
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// Push all keyboard events into an array and let getInput() callers handle them
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_otherKbdInput.push_back(event.kbd);
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_inputBeginState = g_nancy->getState();
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break;
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case EVENT_CUSTOM_ENGINE_ACTION_START:
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_inputBeginState = g_nancy->getState();
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switch (event.customType) {
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case kNancyActionLeftClick:
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_inputs |= NancyInput::kLeftMouseButtonDown;
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_inputs |= NancyInput::kLeftMouseButtonHeld;
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break;
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case kNancyActionRightClick:
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_inputs |= NancyInput::kRightMouseButtonDown;
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_inputs |= NancyInput::kRightMouseButtonHeld;
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break;
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case kNancyActionMoveUp:
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_inputs |= NancyInput::kMoveUp;
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break;
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case kNancyActionMoveDown:
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_inputs |= NancyInput::kMoveDown;
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break;
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case kNancyActionMoveLeft:
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_inputs |= NancyInput::kMoveLeft;
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break;
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case kNancyActionMoveRight:
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_inputs |= NancyInput::kMoveRight;
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break;
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case kNancyActionMoveFast:
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_inputs |= NancyInput::kMoveFastModifier;
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break;
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case kNancyActionOpenMainMenu:
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_inputs |= NancyInput::kOpenMainMenu;
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break;
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case kNancyActionShowRaycastMap:
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_inputs |= NancyInput::kRaycastMap;
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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 kNancyActionLeftClick:
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_inputs |= NancyInput::kLeftMouseButtonUp;
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_inputs &= ~NancyInput::kLeftMouseButtonHeld;
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break;
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case kNancyActionRightClick:
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_inputs |= NancyInput::kRightMouseButtonUp;
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_inputs &= ~NancyInput::kRightMouseButtonHeld;
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break;
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case kNancyActionMoveUp:
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_inputs &= ~NancyInput::kMoveUp;
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break;
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case kNancyActionMoveDown:
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_inputs &= ~NancyInput::kMoveDown;
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break;
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case kNancyActionMoveLeft:
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_inputs &= ~NancyInput::kMoveLeft;
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break;
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case kNancyActionMoveRight:
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_inputs &= ~NancyInput::kMoveRight;
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break;
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case kNancyActionMoveFast:
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_inputs &= ~NancyInput::kMoveFastModifier;
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break;
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case kNancyActionOpenMainMenu:
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_inputs &= ~NancyInput::kOpenMainMenu;
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break;
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case kNancyActionShowRaycastMap:
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_inputs &= ~NancyInput::kRaycastMap;
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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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default:
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break;
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}
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}
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if (_inputs == 0 && _otherKbdInput.size() == 0) {
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_inputBeginState = NancyState::kNone;
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}
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}
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NancyInput InputManager::getInput() const {
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NancyInput ret;
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// Filter out inputs that began in other states; e.g. if the mouse was pushed and held down
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// in a previous state, the button up event won't fire. Right now we simply block all events
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// until everything's clear, but if that causes problems the fix should be easy.
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if (_inputBeginState == g_nancy->getState()) {
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ret.input = _inputs;
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ret.otherKbdInput = _otherKbdInput;
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} else {
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ret.input = 0;
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}
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if (_mouseEnabled || g_nancy->getState() == NancyState::kCredits) {
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ret.mousePos = g_nancy->getEventManager()->getMousePos();
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} else {
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ret.eatMouseInput();
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}
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return ret;
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}
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void InputManager::forceCleanInput() {
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_inputs = 0;
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_otherKbdInput.clear();
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}
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void InputManager::setKeymapEnabled(Common::String keymapName, bool enabled) {
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Common::Keymapper *keymapper = g_nancy->getEventManager()->getKeymapper();
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Common::Keymap *keymap = keymapper->getKeymap(keymapName);
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if (keymap)
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keymap->setEnabled(enabled);
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}
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void InputManager::setVKEnabled(bool enabled) {
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g_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, enabled);
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}
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void InputManager::initKeymaps(Common::KeymapArray &keymaps, const char *target) {
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using namespace Common;
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using namespace Nancy;
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Common::String gameId = ConfMan.get("gameid", target);
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Keymap *mainKeymap = new Keymap(Keymap::kKeymapTypeGame, "nancy-main", _("Nancy Drew"));
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Action *act;
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act = new Action(kStandardActionLeftClick, _("Left click"));
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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(kStandardActionRightClick, _("Right click"));
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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, _("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, _("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, _("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, _("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", _("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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act = new Action("MMENU", _("Open main menu"));
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act->setCustomEngineActionEvent(kNancyActionOpenMainMenu);
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act->addDefaultInputMapping("ESCAPE");
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act->addDefaultInputMapping("JOY_START");
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mainKeymap->addAction(act);
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keymaps.push_back(mainKeymap);
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if (gameId == "nancy3" || gameId == "nancy6") {
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Keymap *mazeKeymap = new Keymap(Keymap::kKeymapTypeGame, _mazeKeymapID, _("Nancy Drew - Maze"));
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act = new Action("RAYCM", _("Show / hide maze map"));
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act->setCustomEngineActionEvent(kNancyActionShowRaycastMap);
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act->addDefaultInputMapping("m");
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act->addDefaultInputMapping("JOY_RIGHT_SHOULDER");
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mazeKeymap->addAction(act);
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mazeKeymap->setEnabled(false);
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keymaps.push_back(mazeKeymap);
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}
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}
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} // End of namespace Nancy
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