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