Files
scummvm-cursorfix/engines/chamber/metaengine.cpp
2026-02-02 04:50:13 +01:00

119 lines
3.8 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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<ADGameDescription> {
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