Make it so mapping files are used and then reapplied.
[SquirrelJME.git] / modules / cldc-compact / src / main / java / cc / squirreljme / jvm / mle / constants / NonStandardKey.java
blob2ba7e077c9418da2b75e7488907ae969ce877d5c
1 // -*- Mode: Java; indent-tabs-mode: t; tab-width: 4 -*-
2 // ---------------------------------------------------------------------------
3 // SquirrelJME
4 // Copyright (C) Stephanie Gawroriski <xer@multiphasicapps.net>
5 // ---------------------------------------------------------------------------
6 // SquirrelJME is under the GNU General Public License v3+, or later.
7 // See license.mkd for licensing and copyright information.
8 // ---------------------------------------------------------------------------
10 package cc.squirreljme.jvm.mle.constants;
12 import cc.squirreljme.runtime.cldc.annotation.Exported;
14 /**
15 * This interface contains identifiers for non-standard keys.
17 * @since 2017/02/12
19 @Exported
20 public interface NonStandardKey
22 /** Star key. */
23 @Exported
24 int KEY_STAR =
25 42;
27 /** Pound key. */
28 @Exported
29 int KEY_POUND =
30 35;
32 /** Unknown, zero is the invalid index so always make it known. */
33 @Exported
34 byte UNKNOWN =
37 /** The up arrow key. */
38 @Exported
39 int KEY_UP =
40 -1;
42 /** Down arrow key. */
43 @Exported
44 int KEY_DOWN =
45 -2;
47 /** Left arrow key. */
48 @Exported
49 int KEY_LEFT =
50 -3;
52 /** Right arrow key. */
53 @Exported
54 int KEY_RIGHT =
55 -4;
57 /** Game Up. */
58 @Exported
59 byte VGAME_UP =
60 -9;
62 /** Game Down. */
63 @Exported
64 byte VGAME_DOWN =
65 -10;
67 /** Game Left. */
68 @Exported
69 byte VGAME_LEFT =
70 -11;
72 /** Game Right. */
73 @Exported
74 byte VGAME_RIGHT =
75 -12;
77 /** Game fire. */
78 @Exported
79 byte VGAME_FIRE =
80 -13;
82 /** Game A. */
83 @Exported
84 byte VGAME_A =
85 -14;
87 /** Game B. */
88 @Exported
89 byte VGAME_B =
90 -15;
92 /** Game C. */
93 @Exported
94 byte VGAME_C =
95 -16;
97 /** Game D. */
98 @Exported
99 byte VGAME_D =
100 -17;
102 /** Shift. */
103 @Exported
104 byte SHIFT =
105 -18;
107 /** Control. */
108 @Exported
109 byte CONTROL =
110 -19;
112 /** Alt. */
113 @Exported
114 byte ALT =
115 -20;
117 /** Logo. */
118 @Exported
119 byte LOGO =
120 -21;
122 /** Caps lock. */
123 @Exported
124 byte CAPSLOCK =
125 -22;
127 /** Context menu. */
128 @Exported
129 byte CONTEXT_MENU =
130 -23;
132 /** Home. */
133 @Exported
134 byte HOME =
135 -24;
137 /** End. */
138 @Exported
139 byte END =
140 -25;
142 /** Page Up. */
143 @Exported
144 byte PAGE_UP =
145 -26;
147 /** Page Down. */
148 @Exported
149 byte PAGE_DOWN =
150 -27;
152 /** Meta. */
153 @Exported
154 byte META =
155 -28;
157 /** Numlock. */
158 @Exported
159 byte NUMLOCK =
160 -29;
162 /** Pause. */
163 @Exported
164 byte PAUSE =
165 -30;
167 /** Print Screen. */
168 @Exported
169 byte PRINTSCREEN =
170 -31;
172 /** Scroll lock. */
173 @Exported
174 byte SCROLLLOCK =
175 -32;
177 /** Insert. */
178 @Exported
179 byte INSERT =
180 -33;
182 /** Game Virtual Left Command. */
183 @Exported
184 byte VGAME_COMMAND_LEFT =
185 -34;
187 /** Game Virtual Right Command. */
188 @Exported
189 byte VGAME_COMMAND_RIGHT =
190 -35;
192 /** Game virtual Center Command. */
193 @Exported
194 byte VGAME_COMMAND_CENTER =
195 -36;
197 /** Game virtual open LCDUI inspector. */
198 @Exported
199 byte VGAME_LCDUI_INSPECTOR =
200 -37;
202 /** F24. */
203 @Exported
204 byte F24 =
205 -40;
207 /** F1. */
208 @Exported
209 byte F1 =
210 NonStandardKey.F24 - 24;
212 /** F2. */
213 @Exported
214 byte F2 =
215 NonStandardKey.F1 + 1;
217 /** F3. */
218 @Exported
219 byte F3 =
220 NonStandardKey.F1 + 2;
222 /** F3. */
223 @Exported
224 byte F12 =
225 NonStandardKey.F1 + 11;
227 /** F13. */
228 @Exported
229 byte F13 =
230 NonStandardKey.F1 + 12;