317 lines
9.0 KiB
C++
317 lines
9.0 KiB
C++
/* 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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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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#include "common/system.h"
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#include "common/translation.h"
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#include "crab/crab.h"
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#include "crab/loaders.h"
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#include "crab/XMLDoc.h"
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#include "crab/input/input.h"
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namespace Crab {
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using namespace pyrodactyl::input;
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//------------------------------------------------------------------------
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// Purpose: Return pressed/depressed state of key
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//------------------------------------------------------------------------
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bool InputManager::state(const InputType &val) {
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return _ivState[val];
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}
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void InputManager::populateKeyTable() {
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for (uint type = IG_START; type < IT_TOTAL; type++) {
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_keyDescs[type] = '\0';
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}
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setKeyBindingMode(KBM_GAME);
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for (uint i = IG_START; i < IG_SIZE + IG_START; i++) {
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getAssociatedKey((InputType)i);
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}
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setKeyBindingMode(KBM_UI);
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for (uint i = IU_START; i < IU_SIZE + IU_START; i++) {
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getAssociatedKey((InputType)i);
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}
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}
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Common::String InputManager::getAssociatedKey(const InputType &type) {
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// Return cached copy if available
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if (_keyDescs[type].size() > 0)
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return _keyDescs[type];
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Common::KeymapArray keymapArr = g_system->getEventManager()->getKeymapper()->getKeymaps();
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for(Common::Keymap *keymap : keymapArr) {
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if (keymap->getType() != Common::Keymap::kKeymapTypeGame)
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continue;
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const Common::Keymap::ActionArray actions = keymap->getActions();
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for (Common::Action *action : actions) {
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if ((int)action->event.customType == type) {
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_keyDescs[type] = Common::String(keymap->getActionMapping(action)[0].description);
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_keyDescs[type].toUppercase();
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_iv[type] = Common::String(action->description);
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break;
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}
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}
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}
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return _keyDescs[type];
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}
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Common::Keymap* InputManager::getDefaultKeyMapsForGame() {
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using namespace Common;
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Keymap *keymap = new Keymap(Keymap::kKeymapTypeGame, "Unrest-Game", "Keymappings for Game");
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Action *act;
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act = new Action(kStandardActionMoveUp, _("Up"));
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act->setCustomEngineActionEvent(IG_UP);
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act->addDefaultInputMapping("UP");
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act->addDefaultInputMapping("JOY_UP");
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keymap->addAction(act);
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act = new Action(kStandardActionMoveDown, _("Down"));
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act->setCustomEngineActionEvent(IG_DOWN);
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act->addDefaultInputMapping("DOWN");
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act->addDefaultInputMapping("JOY_DOWN");
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keymap->addAction(act);
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act = new Action(kStandardActionMoveLeft, _("Left"));
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act->setCustomEngineActionEvent(IG_LEFT);
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act->addDefaultInputMapping("LEFT");
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act->addDefaultInputMapping("JOY_LEFT");
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keymap->addAction(act);
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act = new Action(kStandardActionMoveRight, _("Right"));
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act->setCustomEngineActionEvent(IG_RIGHT);
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act->addDefaultInputMapping("RIGHT");
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act->addDefaultInputMapping("JOY_RIGHT");
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keymap->addAction(act);
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act = new Action("TALK", _("Talk / Interact"));
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act->setCustomEngineActionEvent(IG_TALK);
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act->addDefaultInputMapping("RETURN");
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act->addDefaultInputMapping("JOY_A");
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keymap->addAction(act);
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act = new Action("ATTACK", _("Attack"));
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act->setCustomEngineActionEvent(IG_ATTACK);
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act->addDefaultInputMapping("z");
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keymap->addAction(act);
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act = new Action("BLOCK", _("Block"));
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act->setCustomEngineActionEvent(IG_BLOCK);
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act->addDefaultInputMapping("x");
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keymap->addAction(act);
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return keymap;
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}
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Common::Keymap* InputManager::getDefaultKeyMapsForUI() {
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using namespace Common;
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Keymap *uiKeymap = new Keymap(Keymap::kKeymapTypeGame, "Unrest-UI", "Keymappings for UI");
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Action *act;
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act = new Action("UI_UP", _("Up"));
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act->setCustomEngineActionEvent(IU_UP);
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act->addDefaultInputMapping("UP");
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act->addDefaultInputMapping("JOY_UP");
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uiKeymap->addAction(act);
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act = new Action("UI_DOWN", _("Down"));
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act->setCustomEngineActionEvent(IU_DOWN);
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act->addDefaultInputMapping("DOWN");
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act->addDefaultInputMapping("JOY_DOWN");
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uiKeymap->addAction(act);
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act = new Action("UI_LEFT", _("Left"));
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act->setCustomEngineActionEvent(IU_LEFT);
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act->addDefaultInputMapping("LEFT");
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act->addDefaultInputMapping("JOY_LEFT");
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uiKeymap->addAction(act);
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act = new Action("UI_RIGHT", _("Right"));
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act->setCustomEngineActionEvent(IU_RIGHT);
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act->addDefaultInputMapping("RIGHT");
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act->addDefaultInputMapping("JOY_RIGHT");
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uiKeymap->addAction(act);
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act = new Action("UI_ACCEPT", _("Accept"));
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act->setCustomEngineActionEvent(IU_ACCEPT);
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act->addDefaultInputMapping("RETURN");
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act->addDefaultInputMapping("JOY_A");
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uiKeymap->addAction(act);
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act = new Action("UI_BACK", _("Back"));
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act->setCustomEngineActionEvent(IU_BACK);
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act->addDefaultInputMapping("ESCAPE");
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act->addDefaultInputMapping("JOY_B");
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uiKeymap->addAction(act);
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act = new Action("UI_NEXT", _("Next"));
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act->setCustomEngineActionEvent(IU_NEXT);
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act->addDefaultInputMapping("TAB");
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uiKeymap->addAction(act);
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act = new Action("UI_PREV", _("Previous"));
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act->setCustomEngineActionEvent(IU_PREV);
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act->addDefaultInputMapping("r");
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uiKeymap->addAction(act);
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act = new Action("REPLY1", _("Reply 1"));
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act->setCustomEngineActionEvent(IU_REPLY_0);
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act->addDefaultInputMapping("1");
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uiKeymap->addAction(act);
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act = new Action("REPLY2", _("Reply 2"));
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act->setCustomEngineActionEvent(IU_REPLY_1);
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act->addDefaultInputMapping("2");
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uiKeymap->addAction(act);
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act = new Action("REPLY3", _("Reply 3"));
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act->setCustomEngineActionEvent(IU_REPLY_2);
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act->addDefaultInputMapping("3");
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uiKeymap->addAction(act);
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act = new Action("REPLY4", _("Reply 4"));
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act->setCustomEngineActionEvent(IU_REPLY_3);
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act->addDefaultInputMapping("4");
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uiKeymap->addAction(act);
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act = new Action("REPLY5", _("Reply 5"));
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act->setCustomEngineActionEvent(IU_REPLY_4);
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act->addDefaultInputMapping("5");
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uiKeymap->addAction(act);
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act = new Action("REPLY6", _("Reply 6"));
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act->setCustomEngineActionEvent(IU_REPLY_5);
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act->addDefaultInputMapping("6");
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uiKeymap->addAction(act);
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act = new Action("NEXTPAGE", _("Next page"));
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act->setCustomEngineActionEvent(IU_PAGE_NEXT);
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act->addDefaultInputMapping("PERIOD");
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uiKeymap->addAction(act);
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act = new Action("PREVPAGE", _("Previous page"));
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act->setCustomEngineActionEvent(IU_PAGE_PREV);
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act->addDefaultInputMapping("COMMA");
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uiKeymap->addAction(act);
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return uiKeymap;
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}
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Common::Keymap* InputManager::getDefaultKeyMapsForHUD() {
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using namespace Common;
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Keymap *hudKeymap = new Keymap(Keymap::kKeymapTypeGame, "Unrest-HUD", "Keymappings for HUD");
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Action *act;
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act = new Action("MAP", _("Map"));
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act->setCustomEngineActionEvent(IG_MAP);
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act->addDefaultInputMapping("m");
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hudKeymap->addAction(act);
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act = new Action("JOURNAL", _("Journal"));
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act->setCustomEngineActionEvent(IG_JOURNAL);
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act->addDefaultInputMapping("j");
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hudKeymap->addAction(act);
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act = new Action("INVENTORY", _("Inventory"));
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act->setCustomEngineActionEvent(IG_INVENTORY);
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act->addDefaultInputMapping("i");
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hudKeymap->addAction(act);
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act = new Action("TRAITS", _("Traits"));
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act->setCustomEngineActionEvent(IG_CHARACTER);
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act->addDefaultInputMapping("t");
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hudKeymap->addAction(act);
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act = new Action("PAUSE", _("Pause"));
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act->setCustomEngineActionEvent(IG_PAUSE);
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act->addDefaultInputMapping("p");
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hudKeymap->addAction(act);
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act = new Action("QUICKSAVE", _("Quick save"));
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act->setCustomEngineActionEvent(IG_QUICKSAVE);
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act->addDefaultInputMapping("F5");
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hudKeymap->addAction(act);
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act = new Action("QUICKLOAD", _("Quick load"));
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act->setCustomEngineActionEvent(IG_QUICKLOAD);
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act->addDefaultInputMapping("F9");
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hudKeymap->addAction(act);
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return hudKeymap;
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}
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void InputManager::setKeyBindingMode(KeyBindingMode mode) {
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_keyMode = mode;
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Common::Keymapper *const mapper = g_engine->getEventManager()->getKeymapper();
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switch (mode) {
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case KBM_NONE:
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mapper->disableAllGameKeymaps();
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break;
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case KBM_GAME:
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mapper->disableAllGameKeymaps();
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mapper->setGameKeymapState("Unrest-HUD", true);
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mapper->setGameKeymapState("Unrest-Game", true);
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break;
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case KBM_UI:
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mapper->disableAllGameKeymaps();
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mapper->setGameKeymapState("Unrest-HUD", true);
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mapper->setGameKeymapState("Unrest-UI", true);
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break;
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}
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// Clear All inputs
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clearInputs();
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}
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void InputManager::save() {
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Common::KeymapArray keymapArr = g_system->getEventManager()->getKeymapper()->getKeymaps();
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for(Common::Keymap *keymap : keymapArr) {
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if (keymap->getType() != Common::Keymap::kKeymapTypeGame)
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continue;
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keymap->saveMappings();
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}
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}
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} // End of namespace Crab
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