ENGINES: Define default bindings for the existing engine keymaps

This commit is contained in:
Bastien Bouclet 2020-01-22 11:36:11 +01:00
parent 576982bc33
commit d60190b12e
6 changed files with 66 additions and 56 deletions

View file

@ -629,14 +629,15 @@ void Engine::initKeymap() {
// Since the game has multiple built-in keys for each of these anyway,
// this just attempts to remap one of them.
const Common::KeyActionEntry keyActionEntries[] = {
{ Common::KeyState(Common::KEYCODE_SPACE, ' ', 0), "PAUS", _("Pause") },
{ Common::KeyState(Common::KEYCODE_ESCAPE, Common::ASCII_ESCAPE, 0), "SKCT", _("Skip") },
{ Common::KeyState(Common::KEYCODE_PERIOD, '.', 0), "SKLI", _("Skip line") }
{ "PAUS", Common::KeyState(Common::KEYCODE_SPACE, ' ', 0), "SPACE", _("Pause") },
{ "SKCT", Common::KeyState(Common::KEYCODE_ESCAPE, Common::ASCII_ESCAPE, 0), "ESCAPE", _("Skip") },
{ "SKLI", Common::KeyState(Common::KEYCODE_PERIOD, '.', 0), "PERIOD", _("Skip line") }
};
for (uint i = 0; i < ARRAYSIZE(keyActionEntries); i++) {
Common::Action *const act = new Common::Action(engineKeyMap, keyActionEntries[i].id, keyActionEntries[i].description);
act->setKeyEvent(keyActionEntries[i].ks);
act->addDefaultInputMapping(keyActionEntries[i].defaultHwId);
}
mapper->addGameKeymap(engineKeyMap);