/* 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 "backends/keymapper/action.h" #include "backends/keymapper/keymapper.h" #include "backends/keymapper/standard-actions.h" #include "common/translation.h" namespace Sludge { inline Common::KeymapArray getSludgeKeymaps(const char *target, const Common::String &gameId) { using namespace Common; Keymap *gameKeyMap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game keymappings")); Keymap *debugKeyMap = new Keymap(Keymap::kKeymapTypeGame, "debug", _("Debug keymappings")); Keymap *menuKeymap = new Keymap(Keymap::kKeymapTypeGame, "menu", _("Menu keymappings")); Keymap *minigameKeymap = new Keymap(Keymap::kKeymapTypeGame, "minigame", _("Minigame keymappings")); Action *act; if (gameId == "outoforder") { act = new Action(kStandardActionLeftClick, _("Interact")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); gameKeyMap->addAction(act); act = new Action(kStandardActionRightClick, _("Change action")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); gameKeyMap->addAction(act); act = new Action(kStandardActionPause, _("Pause")); act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE)); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_RIGHT"); gameKeyMap->addAction(act); act = new Action("INVENTORY", _("Inventory")); act->setKeyEvent(KeyState(KEYCODE_SPACE, ASCII_SPACE)); act->addDefaultInputMapping("SPACE"); act->addDefaultInputMapping("JOY_Y"); gameKeyMap->addAction(act); act = new Action("SAVE", _("Quick save")); act->setKeyEvent(KeyState(KEYCODE_s, 's')); act->addDefaultInputMapping("s"); act->addDefaultInputMapping("JOY_LEFT_SHOULDER"); gameKeyMap->addAction(act); act = new Action("SPEEDUP", _("Speed up dialog")); act->setKeyEvent(KeyState(KEYCODE_PLUS, '+')); act->addDefaultInputMapping("PLUS"); act->addDefaultInputMapping("JOY_UP"); gameKeyMap->addAction(act); act = new Action("SPEEDDOWN", _("Slow down dialog")); act->setKeyEvent(KeyState(KEYCODE_MINUS, '-')); act->addDefaultInputMapping("MINUS"); act->addDefaultInputMapping("JOY_DOWN"); gameKeyMap->addAction(act); } else if (gameId == "tsotc") { act = new Action(kStandardActionLeftClick, _("Move / Interact")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); gameKeyMap->addAction(act); act = new Action(kStandardActionRightClick, _("Skip dialog")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); gameKeyMap->addAction(act); act = new Action("QUIT", _("Quit")); act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE)); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_LEFT"); gameKeyMap->addAction(act); act = new Action("LOADAUTOSAVE", _("Load auto save")); act->setKeyEvent(KeyState(KEYCODE_a, 'a')); act->addDefaultInputMapping("a"); act->addDefaultInputMapping("JOY_X"); gameKeyMap->addAction(act); act = new Action("SAVE", _("Save game")); act->setKeyEvent(KeyState(KEYCODE_s, 's')); act->addDefaultInputMapping("s"); act->addDefaultInputMapping("JOY_LEFT_SHOULDER"); gameKeyMap->addAction(act); act = new Action("LOAD", _("Load save")); act->setKeyEvent(KeyState(KEYCODE_l, 'l')); act->addDefaultInputMapping("l"); act->addDefaultInputMapping("JOY_RIGHT_SHOULDER"); gameKeyMap->addAction(act); act = new Action("INVENTORY", _("Inventory")); act->setKeyEvent(KeyState(KEYCODE_i, 'i')); act->addDefaultInputMapping("i"); act->addDefaultInputMapping("JOY_Y"); gameKeyMap->addAction(act); act = new Action("PAUSE", _("Pause")); act->setKeyEvent(KeyState(KEYCODE_SPACE, ASCII_SPACE)); act->addDefaultInputMapping("SPACE"); act->addDefaultInputMapping("JOY_RIGHT"); gameKeyMap->addAction(act); } else if (gameId == "gjgagsas") { act = new Action(kStandardActionLeftClick, _("Move / Interact")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); gameKeyMap->addAction(act); act = new Action(kStandardActionRightClick, _("Skip dialog")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); gameKeyMap->addAction(act); act = new Action("QUIT", _("Quit")); act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE)); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_LEFT"); gameKeyMap->addAction(act); act = new Action("LOADAUTOSAVE", _("Load auto save")); act->setKeyEvent(KeyState(KEYCODE_a, 'a')); act->addDefaultInputMapping("a"); act->addDefaultInputMapping("JOY_X"); gameKeyMap->addAction(act); act = new Action("SAVE", _("Save game")); act->setKeyEvent(KeyState(KEYCODE_s, 's')); act->addDefaultInputMapping("s"); act->addDefaultInputMapping("JOY_LEFT_SHOULDER"); gameKeyMap->addAction(act); act = new Action("LOAD", _("Load save")); act->setKeyEvent(KeyState(KEYCODE_l, 'l')); act->addDefaultInputMapping("l"); act->addDefaultInputMapping("JOY_RIGHT_SHOULDER"); gameKeyMap->addAction(act); act = new Action("INVENTORY", _("Inventory")); act->setKeyEvent(KeyState(KEYCODE_i, 'i')); act->addDefaultInputMapping("i"); act->addDefaultInputMapping("JOY_Y"); gameKeyMap->addAction(act); } else if (gameId == "robinsrescue") { act = new Action(kStandardActionLeftClick, _("Move / Interact")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); gameKeyMap->addAction(act); act = new Action(kStandardActionRightClick, _("Inventory")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); gameKeyMap->addAction(act); act = new Action(kStandardActionPause, _("Pause")); act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE)); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("q"); act->addDefaultInputMapping("JOY_RIGHT"); gameKeyMap->addAction(act); act = new Action("SKIPDLG", _("Skip dialog")); act->setKeyEvent(KeyState(KEYCODE_PERIOD, '.')); act->addDefaultInputMapping("PERIOD"); act->addDefaultInputMapping("JOY_X"); gameKeyMap->addAction(act); act = new Action("SHOWFLOOR", _("DEBUG: Show floor")); act->setKeyEvent(KeyState(KEYCODE_f, 'f')); act->addDefaultInputMapping("f"); debugKeyMap->addAction(act); act = new Action("SHOWBOXES", _("DEBUG: Show boxes")); act->setKeyEvent(KeyState(KEYCODE_b, 'b')); act->addDefaultInputMapping("b"); debugKeyMap->addAction(act); } else if (gameId == "atw") { act = new Action(kStandardActionLeftClick, _("Move / Interact")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); gameKeyMap->addAction(act); act = new Action(kStandardActionRightClick, _("Inventory")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); gameKeyMap->addAction(act); act = new Action("QUIT", _("Quit")); act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE)); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("q"); act->addDefaultInputMapping("JOY_LEFT"); gameKeyMap->addAction(act); } else if (gameId == "cubert") { act = new Action(kStandardActionLeftClick, _("Move / Interact")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); gameKeyMap->addAction(act); act = new Action(kStandardActionRightClick, _("Inventory / Examine")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); gameKeyMap->addAction(act); act = new Action(kStandardActionPause, _("Pause")); act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE)); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_RIGHT"); gameKeyMap->addAction(act); } else if (gameId == "frasse") { act = new Action(kStandardActionLeftClick, _("Move / Interact")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); gameKeyMap->addAction(act); act = new Action(kStandardActionRightClick, _("Inventory")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); gameKeyMap->addAction(act); act = new Action(kStandardActionPause, _("Pause")); act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE)); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_RIGHT"); gameKeyMap->addAction(act); act = new Action("SKIPDLG", _("Skip dialog")); act->setKeyEvent(KeyState(KEYCODE_PERIOD, '.')); act->addDefaultInputMapping("PERIOD"); act->addDefaultInputMapping("JOY_X"); gameKeyMap->addAction(act); } else if (gameId == "tgttpoacs") { act = new Action(kStandardActionLeftClick, _("Move / Interact")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); gameKeyMap->addAction(act); act = new Action(kStandardActionRightClick, _("Examine / Skip dialog")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); gameKeyMap->addAction(act); act = new Action(kStandardActionPause, _("Pause / Skip cutscene")); act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE)); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_RIGHT_SHOULDER"); gameKeyMap->addAction(act); act = new Action("SPEEDUP", _("Speed up dialog")); act->setKeyEvent(KeyState(KEYCODE_PLUS, '+')); act->addDefaultInputMapping("PLUS"); gameKeyMap->addAction(act); act = new Action("SPEEDDOWN", _("Slow down dialog")); act->setKeyEvent(KeyState(KEYCODE_MINUS, '-')); act->addDefaultInputMapping("MINUS"); gameKeyMap->addAction(act); act = new Action("SAVE", _("Quick save")); act->setKeyEvent(KeyState(KEYCODE_s, 's')); act->addDefaultInputMapping("s"); gameKeyMap->addAction(act); act = new Action("LOAD", _("Quick load")); act->setKeyEvent(KeyState(KEYCODE_l, 'l')); act->addDefaultInputMapping("l"); gameKeyMap->addAction(act); act = new Action("EXAMINE", _("Examine")); act->setKeyEvent(KeyState(KEYCODE_e, 'e')); act->addDefaultInputMapping("e"); gameKeyMap->addAction(act); act = new Action("PICKUP", _("Pick up")); act->setKeyEvent(KeyState(KEYCODE_p, 'p')); act->addDefaultInputMapping("p"); gameKeyMap->addAction(act); act = new Action("TALK", _("Talk to")); act->setKeyEvent(KeyState(KEYCODE_t, 't')); act->addDefaultInputMapping("t"); gameKeyMap->addAction(act); act = new Action("SMELL", _("Smell")); act->setKeyEvent(KeyState(KEYCODE_m, 'm')); act->addDefaultInputMapping("m"); gameKeyMap->addAction(act); act = new Action("USE", _("Use")); act->setKeyEvent(KeyState(KEYCODE_u, 'u')); act->addDefaultInputMapping("u"); gameKeyMap->addAction(act); act = new Action("CONSUME", _("Consume")); act->setKeyEvent(KeyState(KEYCODE_c, 'c')); act->addDefaultInputMapping("c"); gameKeyMap->addAction(act); act = new Action("QUIT", _("Quit")); act->setKeyEvent(KeyState(KEYCODE_q, 'q')); act->addDefaultInputMapping("q"); act->addDefaultInputMapping("JOY_LEFT_SHOULDER"); gameKeyMap->addAction(act); act = new Action("START", _("Start")); act->setKeyEvent(KeyState(KEYCODE_RETURN, ASCII_RETURN)); act->addDefaultInputMapping("RETURN"); act->addDefaultInputMapping("JOY_Y"); minigameKeymap->addAction(act); act = new Action("QUIT", _("Quit")); act->setKeyEvent(KeyState(KEYCODE_q, 'q')); act->addDefaultInputMapping("q"); act->addDefaultInputMapping("JOY_X"); minigameKeymap->addAction(act); act = new Action("CASTEARTH", _("Cast earth spell")); act->setKeyEvent(KeyState(KEYCODE_z, 'z')); act->addDefaultInputMapping("z"); act->addDefaultInputMapping("JOY_LEFT"); minigameKeymap->addAction(act); act = new Action("CASTAIR", _("Cast air spell")); act->setKeyEvent(KeyState(KEYCODE_x, 'x')); act->addDefaultInputMapping("x"); act->addDefaultInputMapping("JOY_UP"); minigameKeymap->addAction(act); act = new Action("CASTFIRE", _("Cast fire spell")); act->setKeyEvent(KeyState(KEYCODE_c, 'c')); act->addDefaultInputMapping("c"); act->addDefaultInputMapping("JOY_RIGHT"); minigameKeymap->addAction(act); act = new Action("CASTWATER", _("Cast water spell")); act->setKeyEvent(KeyState(KEYCODE_v, 'v')); act->addDefaultInputMapping("v"); act->addDefaultInputMapping("JOY_DOWN"); minigameKeymap->addAction(act); } else if (gameId == "interview") { act = new Action(kStandardActionLeftClick, _("Move / Interact")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); gameKeyMap->addAction(act); act = new Action(kStandardActionRightClick, _("Skip dialog")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); gameKeyMap->addAction(act); act = new Action(kStandardActionPause, _("Pause / Skip cutscene")); act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE)); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_RIGHT"); gameKeyMap->addAction(act); act = new Action("LOAD", _("Quick load")); act->setKeyEvent(KeyState(KEYCODE_l, 'l')); act->addDefaultInputMapping("l"); act->addDefaultInputMapping("JOY_RIGHT_SHOULDER"); gameKeyMap->addAction(act); act = new Action("SAVE", _("Quick save")); act->setKeyEvent(KeyState(KEYCODE_s, 's')); act->addDefaultInputMapping("s"); act->addDefaultInputMapping("JOY_LEFT_SHOULDER"); gameKeyMap->addAction(act); act = new Action("QUIT", _("Quit")); act->setKeyEvent(KeyState(KEYCODE_q, 'q')); act->addDefaultInputMapping("q"); act->addDefaultInputMapping("JOY_LEFT"); gameKeyMap->addAction(act); } else if (gameId == "leptonsquest") { act = new Action(kStandardActionLeftClick, _("Move / Interact / Skip dialog")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); gameKeyMap->addAction(act); act = new Action("QUIT", _("Quit")); act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE)); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_LEFT"); gameKeyMap->addAction(act); act = new Action("SHOWFLOOR", _("DEBUG: Show floor")); act->setKeyEvent(KeyState(KEYCODE_f, 'f')); act->addDefaultInputMapping("f"); debugKeyMap->addAction(act); act = new Action("SHOWBOXES", _("DEBUG: Show boxes")); act->setKeyEvent(KeyState(KEYCODE_b, 'b')); act->addDefaultInputMapping("b"); debugKeyMap->addAction(act); } else if (gameId == "life") { act = new Action(kStandardActionLeftClick, _("Move / Interact")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); gameKeyMap->addAction(act); act = new Action("SKIPDLG", _("Skip dialog")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("."); act->addDefaultInputMapping("JOY_B"); gameKeyMap->addAction(act); act = new Action(kStandardActionPause, _("Pause")); act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE)); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_RIGHT"); gameKeyMap->addAction(act); act = new Action("SAVE", _("Quick save")); act->setKeyEvent(KeyState(KEYCODE_s, 's')); act->addDefaultInputMapping("s"); act->addDefaultInputMapping("JOY_LEFT_SHOULDER"); gameKeyMap->addAction(act); act = new Action("LOAD", _("Quick load")); act->setKeyEvent(KeyState(KEYCODE_l, 'l')); act->addDefaultInputMapping("l"); act->addDefaultInputMapping("JOY_RIGHT_SHOULDER"); gameKeyMap->addAction(act); } else if (gameId == "mandy") { act = new Action(kStandardActionLeftClick, _("Move / Interact")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); gameKeyMap->addAction(act); act = new Action(kStandardActionRightClick, _("Skip dialog")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); gameKeyMap->addAction(act); act = new Action(kStandardActionPause, _("Pause")); act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE)); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_RIGHT"); gameKeyMap->addAction(act); act = new Action("SAVE", _("Quick save")); act->setKeyEvent(KeyState(KEYCODE_s, 's')); act->addDefaultInputMapping("s"); act->addDefaultInputMapping("JOY_LEFT_SHOULDER"); gameKeyMap->addAction(act); act = new Action("LOAD", _("Quick load")); act->setKeyEvent(KeyState(KEYCODE_l, 'l')); act->addDefaultInputMapping("l"); act->addDefaultInputMapping("JOY_RIGHT_SHOULDER"); gameKeyMap->addAction(act); } else if (gameId == "nsc") { act = new Action(kStandardActionLeftClick, _("Move / Interact / Skip dialog")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); gameKeyMap->addAction(act); act = new Action(kStandardActionRightClick, _("Inventory / Skip dialog")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); gameKeyMap->addAction(act); act = new Action(kStandardActionPause, _("Pause / Skip cutscene")); act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE)); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_RIGHT"); gameKeyMap->addAction(act); } else if (gameId == "verbcoin") { act = new Action(kStandardActionLeftClick, _("Move / Interact")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); gameKeyMap->addAction(act); act = new Action(kStandardActionRightClick, _("Skip dialog")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); gameKeyMap->addAction(act); act = new Action("QUIT", _("Quit")); act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE)); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_LEFT"); gameKeyMap->addAction(act); act = new Action("SHOWBOXES", _("DEBUG: Show boxes")); act->setKeyEvent(KeyState(KEYCODE_SPACE, ASCII_SPACE)); act->addDefaultInputMapping("SPACE"); debugKeyMap->addAction(act); act = new Action("SHOWFLOOR", _("DEBUG: Show floor")); act->setKeyEvent(KeyState(KEYCODE_f, 'f')); act->addDefaultInputMapping("f"); debugKeyMap->addAction(act); } else { // Default keymap for other games warning("Game-specific keymap is not defined. Using default SLUDGE engine keymap"); act = new Action(kStandardActionLeftClick, _("Left click")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); gameKeyMap->addAction(act); act = new Action(kStandardActionRightClick, _("Right click")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); gameKeyMap->addAction(act); act = new Action(kStandardActionPause, _("Pause game")); act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE)); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_RIGHT"); gameKeyMap->addAction(act); } act = new Action(kStandardActionLeftClick, _("Left click")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); menuKeymap->addAction(act); act = new Action(kStandardActionRightClick, _("Right click")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); menuKeymap->addAction(act); KeymapArray keyMaps(4); keyMaps[0] = gameKeyMap; keyMaps[1] = debugKeyMap; keyMaps[2] = menuKeymap; keyMaps[3] = minigameKeymap; menuKeymap->setEnabled(false); return keyMaps; } } // End of namespace Sludge