[Scummvm-cvs-logs] SF.net SVN: scummvm: [27244] scummvm/trunk/backends/platform/wince
knakos at users.sourceforge.net
knakos at users.sourceforge.net
Sat Jun 9 12:06:06 CEST 2007
Revision: 27244
http://scummvm.svn.sourceforge.net/scummvm/?rev=27244&view=rev
Author: knakos
Date: 2007-06-09 03:06:05 -0700 (Sat, 09 Jun 2007)
Log Message:
-----------
add nippon support
Modified Paths:
--------------
scummvm/trunk/backends/platform/wince/CEActionsPocket.cpp
scummvm/trunk/backends/platform/wince/CEActionsSmartphone.cpp
Modified: scummvm/trunk/backends/platform/wince/CEActionsPocket.cpp
===================================================================
--- scummvm/trunk/backends/platform/wince/CEActionsPocket.cpp 2007-06-09 09:44:52 UTC (rev 27243)
+++ scummvm/trunk/backends/platform/wince/CEActionsPocket.cpp 2007-06-09 10:06:05 UTC (rev 27244)
@@ -127,11 +127,12 @@
bool is_cine = (gameid == "cine");
bool is_touche = (gameid == "touche");
bool is_agi = (gameid == "agi");
+ bool is_parallaction = (gameid == "parallaction");
GUI_Actions::initInstanceGame();
// See if a right click mapping could be needed
- if (is_sword1 || is_sword2 || is_sky || is_queen || is_comi || is_gob || is_samnmax || is_cine || is_touche)
+ if (is_sword1 || is_sword2 || is_sky || is_queen || is_comi || is_gob || is_samnmax || is_cine || is_touche || is_parallaction)
_right_click_needed = true;
// See if a "hide toolbar" mapping could be needed
@@ -157,6 +158,9 @@
} else if (is_agi) {
_action_enabled[POCKET_ACTION_SAVE] = true;
_key_action[POCKET_ACTION_SAVE].setAscii(SDLK_ESCAPE);
+ } else if (is_parallaction) {
+ _action_enabled[POCKET_ACTION_SAVE] = true;
+ _key_action[POCKET_ACTION_SAVE].setAscii(SDLK_s);
} else {
_action_enabled[POCKET_ACTION_SAVE] = true;
_key_action[POCKET_ACTION_SAVE].setAscii(319); // F5 key
@@ -164,7 +168,7 @@
// Quit
_action_enabled[POCKET_ACTION_QUIT] = true;
// Skip
- if (!is_cine)
+ if (!is_cine && !is_parallaction)
_action_enabled[POCKET_ACTION_SKIP] = true;
if (is_simon || is_sky || is_sword2 || is_queen || is_sword1 || is_gob || is_saga || is_kyra || is_touche)
_key_action[POCKET_ACTION_SKIP].setAscii(VK_ESCAPE);
@@ -233,6 +237,15 @@
case POCKET_ACTION_SAVE:
case POCKET_ACTION_SKIP:
case POCKET_ACTION_MULTI:
+ if (action == POCKET_ACTION_SAVE && ConfMan.get("gameid") == "parallaction") {
+ // FIXME: This is a temporary solution. The engine should handle its own menus.
+ // Note that the user can accomplish this via the virtual keyboard as well, this is just for convenience
+ GUI::MessageDialog alert("Do you want to load or save the game?", "Load", "Save");
+ if (alert.runModal() == GUI::kMessageOK)
+ _key_action[action].setAscii(SDLK_l);
+ else
+ _key_action[action].setAscii(SDLK_s);
+ }
EventsBuffer::simulateKey(&_key_action[action], true);
return true;
case POCKET_ACTION_KEYBOARD:
Modified: scummvm/trunk/backends/platform/wince/CEActionsSmartphone.cpp
===================================================================
--- scummvm/trunk/backends/platform/wince/CEActionsSmartphone.cpp 2007-06-09 09:44:52 UTC (rev 27243)
+++ scummvm/trunk/backends/platform/wince/CEActionsSmartphone.cpp 2007-06-09 10:06:05 UTC (rev 27244)
@@ -117,11 +117,12 @@
bool is_cine = (gameid == "cine");
bool is_touche = (gameid == "touche");
bool is_agi = (gameid == "agi");
+ bool is_parallaction = (gameid == "parallaction");
GUI_Actions::initInstanceGame();
// See if a right click mapping could be needed
- if (is_sword1 || is_sword2 || is_sky || is_queen || is_comi || is_gob || is_samnmax || is_cine || is_touche)
+ if (is_sword1 || is_sword2 || is_sky || is_queen || is_comi || is_gob || is_samnmax || is_cine || is_touche || is_parallaction)
_right_click_needed = true;
// Initialize keys for different actions
@@ -140,6 +141,9 @@
} else if (is_agi) {
_action_enabled[SMARTPHONE_ACTION_SAVE] = true;
_key_action[SMARTPHONE_ACTION_SAVE].setAscii(SDLK_ESCAPE);
+ } else if (is_parallaction) {
+ _action_enabled[SMARTPHONE_ACTION_SAVE] = true;
+ _key_action[SMARTPHONE_ACTION_SAVE].setAscii(SDLK_s);
} else {
_action_enabled[SMARTPHONE_ACTION_SAVE] = true;
_key_action[SMARTPHONE_ACTION_SAVE].setAscii(319); // F5 key
@@ -194,6 +198,15 @@
case SMARTPHONE_ACTION_SAVE:
case SMARTPHONE_ACTION_SKIP:
case SMARTPHONE_ACTION_MULTI:
+ if (action == SMARTPHONE_ACTION_SAVE && ConfMan.get("gameid") == "parallaction") {
+ // FIXME: This is a temporary solution. The engine should handle its own menus.
+ // Note that the user can accomplish this via the virtual keyboard as well, this is just for convenience
+ GUI::MessageDialog alert("Do you want to load or save the game?", "Load", "Save");
+ if (alert.runModal() == GUI::kMessageOK)
+ _key_action[action].setAscii(SDLK_l);
+ else
+ _key_action[action].setAscii(SDLK_s);
+ }
EventsBuffer::simulateKey(&_key_action[action], true);
return true;
case SMARTPHONE_ACTION_RIGHTCLICK:
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