/* 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 . * */ #include "common/translation.h" #include "backends/keymapper/action.h" #include "backends/keymapper/keymapper.h" #include "awe/metaengine.h" #include "awe/detection.h" #include "awe/awe.h" namespace Awe { static const ADExtraGuiOptionsMap optionsList[] = { { GAMEOPTION_COPY_PROTECTION, { _s("Enable title and copy protection screens (if present)"), _s("Displays title and copy protection screens that would otherwise be bypassed by default."), "copy_protection", false, 0, 0 }, }, AD_EXTRA_GUI_OPTIONS_TERMINATOR }; struct KeybindingRecord { KeybindingAction _action; const char *_id; const char *_desc; const char *_key1; const char *_key2; const char *_joy; }; static const KeybindingRecord GAME_KEYS[] = { { KEYBIND_UP, "UP", _s("Up"), "UP", nullptr, "JOY_UP"}, { KEYBIND_DOWN, "DOWN", _s("Down"), "DOWN", nullptr, "JOY_DOWN"}, { KEYBIND_LEFT, "LEFT", _s("Left"), "LEFT", nullptr, "JOY_LEFT"}, { KEYBIND_RIGHT, "RIGHT", _s("Right"), "RIGHT", nullptr, "JOY_RIGHT"}, { KEYBIND_SELECT, "SELECT", _s("Select/Kick/Run"), "SPACE", "RETURN", "JOY_A" }, { KEYBIND_JUMP, "JUMP", _s("Jump"), "LSHIFT", "RSHIFT", "JOY_B" }, { KEYBIND_CODE, "CODE", _s("Enter Level Code"), "c", nullptr, "JOY_X" }, { KEYBIND_NONE, nullptr, nullptr, nullptr, nullptr, nullptr } }; } // End of namespace Awe const char *AweMetaEngine::getName() const { return "awe"; } const ADExtraGuiOptionsMap *AweMetaEngine::getAdvancedExtraGuiOptions() const { return Awe::optionsList; } Common::Error AweMetaEngine::createInstance(OSystem *syst, Engine **engine, const Awe::AweGameDescription *desc) const { *engine = new Awe::AweEngine(syst, (const Awe::AweGameDescription *)desc); return Common::kNoError; } bool AweMetaEngine::hasFeature(MetaEngineFeature f) const { return false; } Common::Array AweMetaEngine::initKeymaps(const char *target) const { Common::KeymapArray keymapArray; Common::Keymap *keyMap = new Common::Keymap(Common::Keymap::kKeymapTypeGame, "got", _s("Game Keys")); keymapArray.push_back(keyMap); for (const Awe::KeybindingRecord *r = Awe::GAME_KEYS; r->_id; ++r) { Common::Action *act = new Common::Action(r->_id, _(r->_desc)); act->setCustomEngineActionEvent(r->_action); act->allowKbdRepeats(); act->addDefaultInputMapping(r->_key1); if (r->_key2) act->addDefaultInputMapping(r->_key2); if (r->_joy) act->addDefaultInputMapping(r->_joy); keyMap->addAction(act); } return keymapArray; } #if PLUGIN_ENABLED_DYNAMIC(AWE) REGISTER_PLUGIN_DYNAMIC(AWE, PLUGIN_TYPE_ENGINE, AweMetaEngine); #else REGISTER_PLUGIN_STATIC(AWE, PLUGIN_TYPE_ENGINE, AweMetaEngine); #endif