Files
scummvm-cursorfix/engines/sludge/keymapper_tables.h
2026-02-02 04:50:13 +01:00

604 lines
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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 "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