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71
engines/ultima/ultima4/controllers/ztats_controller.cpp
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71
engines/ultima/ultima4/controllers/ztats_controller.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 "ultima/ultima4/controllers/ztats_controller.h"
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#include "ultima/ultima4/events/event_handler.h"
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#include "ultima/ultima4/game/context.h"
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#include "ultima/ultima4/views/stats.h"
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#include "ultima/ultima4/ultima4.h"
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namespace Ultima {
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namespace Ultima4 {
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bool ZtatsController::keyPressed(int key) {
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switch (key) {
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case Common::KEYCODE_RETURN:
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keybinder(KEYBIND_ESCAPE);
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return true;
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case Common::KEYCODE_UP:
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case Common::KEYCODE_LEFT:
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g_context->_stats->prevItem();
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return true;
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case Common::KEYCODE_DOWN:
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case Common::KEYCODE_RIGHT:
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g_context->_stats->nextItem();
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return true;
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case '1':
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case '2':
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case '3':
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case '4':
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case '5':
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case '6':
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case '7':
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case '8':
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if (g_ultima->_saveGame->_members >= key - '0')
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g_context->_stats->setView(StatsView(STATS_CHAR1 + key - '1'));
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return true;
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case '0':
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g_context->_stats->setView(StatsView(STATS_WEAPONS));
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return true;
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default:
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return KeyHandler::defaultHandler(key, nullptr);
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}
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}
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void ZtatsController::keybinder(KeybindingAction action) {
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if (action == KEYBIND_ESCAPE) {
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g_context->_stats->setView(StatsView(STATS_PARTY_OVERVIEW));
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doneWaiting();
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}
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}
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} // End of namespace Ultima4
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} // End of namespace Ultima
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