SCJMapper-V2/actions/ActionTreeInputNode.cs

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2.8 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace SCJMapper_V2
{
/// <summary>
/// Our INPUT TreeNode - inherits a regular one and adds some functionality
///
/// contains the input command i.e. - js2_button3 OR ! js1_x (MODs applies at the very beginning of the string)
/// </summary>
class ActionTreeInputNode : ActionTreeNode
{
#region Static items
// Handle all text label composition and extraction here
public static String ComposeNodeText( String cmd )
{
if ( String.IsNullOrEmpty( cmd ) ) {
return "";
}
else {
return cmd;
}
}
public static void DecompNodeText( String nodeText, out String cmd )
{
cmd = nodeText;
}
/// <summary>
/// Returns the command part from a node text
/// i.e. v_pitch - js1_x returns js1_x
/// </summary>
/// <param name="nodeText">The node text in 'action - command' notation</param>
/// <returns>the command part or an empty string</returns>
public new static String CommandFromNodeText( String nodeText )
{
String cmd;
ActionTreeInputNode.DecompNodeText( nodeText, out cmd );
return cmd;
}
#endregion
// Object defs
// ctor
public ActionTreeInputNode( )
: base( )
{
}
// ctor
public ActionTreeInputNode( ActionTreeInputNode srcNode )
: base( srcNode )
{
if ( srcNode == null ) return;
/*
this.Name = srcNode.Name;
this.Text = srcNode.Text;
this.BackColor = srcNode.BackColor;
this.ForeColor = srcNode.ForeColor;
this.NodeFont = srcNode.NodeFont;
this.ImageKey = srcNode.ImageKey;
this.Tag = srcNode.Tag;
this.m_command = srcNode.m_command;
*/
}
// ctor
public ActionTreeInputNode( string text )
: base ( text )
{
//this.Text = text;
}
// ctor
public ActionTreeInputNode( string text, ActionTreeInputNode[] children )
: base( text, children )
{
}
//private String m_command ="";
public new String Text
{
get { return base.Text; }
set
{
ActionTreeInputNode.DecompNodeText( value, out m_command );
base.Text = ActionTreeInputNode.ComposeNodeText( "$" + m_command ); // tag for the node processing
}
}
public new String Command
{
get { return m_command; }
set
{
m_command = value;
Text = ActionTreeInputNode.ComposeNodeText( m_command ); // compose - later it will be decomposed again
}
}
/*
public Boolean IsMappedAction
{
get
{
return !( String.IsNullOrEmpty( m_command )
|| ( m_command == JoystickCls.BlendedInput )
|| ( m_command == GamepadCls.BlendedInput ) );
}
}
*/
}
}