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