ENGINES: Define default bindings for the existing engine keymaps
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576982bc33
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6 changed files with 66 additions and 56 deletions
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@ -629,14 +629,15 @@ void Engine::initKeymap() {
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// Since the game has multiple built-in keys for each of these anyway,
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// this just attempts to remap one of them.
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const Common::KeyActionEntry keyActionEntries[] = {
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{ Common::KeyState(Common::KEYCODE_SPACE, ' ', 0), "PAUS", _("Pause") },
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{ Common::KeyState(Common::KEYCODE_ESCAPE, Common::ASCII_ESCAPE, 0), "SKCT", _("Skip") },
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{ Common::KeyState(Common::KEYCODE_PERIOD, '.', 0), "SKLI", _("Skip line") }
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{ "PAUS", Common::KeyState(Common::KEYCODE_SPACE, ' ', 0), "SPACE", _("Pause") },
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{ "SKCT", Common::KeyState(Common::KEYCODE_ESCAPE, Common::ASCII_ESCAPE, 0), "ESCAPE", _("Skip") },
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{ "SKLI", Common::KeyState(Common::KEYCODE_PERIOD, '.', 0), "PERIOD", _("Skip line") }
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};
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for (uint i = 0; i < ARRAYSIZE(keyActionEntries); i++) {
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Common::Action *const act = new Common::Action(engineKeyMap, keyActionEntries[i].id, keyActionEntries[i].description);
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act->setKeyEvent(keyActionEntries[i].ks);
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act->addDefaultInputMapping(keyActionEntries[i].defaultHwId);
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}
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mapper->addGameKeymap(engineKeyMap);
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