SCJMapper-V2/actions/ActionMapCls.cs
bm98 3c7a628795 V 2.35 - BETA Build 69 (ready to test)
- add - provide CIG asset texts/translations for actions and maps
  (use Settings to choose - for now only French and German are in but have no translations
   for English not all have a proper text - may not be used in the game ??)
- add - tooltips for profile action names in treeview (enable in Settings)
- add - mouse tuning items (curve, expo, invert)
- improvement - cache CIG assets into the app/Storage folder, reads from p4k file only if those are updated
- fix - window should always be visible on startup now
- internal cleanup - to many to list
2018-01-04 00:05:35 +01:00

120 lines
3.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using System.Xml;
using System.IO;
using SCJMapper_V2.Devices.Joystick;
using System.Linq;
using System.Xml.Linq;
namespace SCJMapper_V2.Actions
{
/// <summary>
/// Maintains an actionmap - something like:
///
/// <actionmap name="spaceship_view">
/// <action name="v_view_cycle_fwd">
/// <rebind device="joystick" input="js2_button2" />
/// </action>
/// <action name="v_view_dynamic_focus_toggle">
/// <rebind device="joystick" input="js2_button25" />
/// </action>
/// </actionmap>
/// </summary>
class ActionMapCls : List<ActionCls>
{
private static readonly log4net.ILog log = log4net.LogManager.GetLogger( System.Reflection.MethodBase.GetCurrentMethod( ).DeclaringType );
public string MapName { get; set; }
/// <summary>
/// Copy return the complete ActionMap while reassigning the JsN Tag
/// </summary>
/// <param name="newJsList">The JsN reassign list</param>
/// <returns>The ActionMap copy with reassigned input</returns>
public ActionMapCls ReassignJsN( JsReassingList newJsList )
{
var newMap = new ActionMapCls( this );
foreach ( ActionCls ac in this ) {
newMap.Add( ac.ReassignJsN( newJsList ) ); // creates the deep copy of the tree
}
return newMap;
}
private ActionMapCls( ActionMapCls other )
{
this.MapName = other.MapName;
// no deep copy of refs
}
public ActionMapCls()
{
MapName = "";
}
/// <summary>
/// Merge the given Map with this Map
/// new ones are ignored - we don't learn from XML input for the time beeing
/// </summary>
/// <param name="newAcm"></param>
public void Merge( ActionMapCls newAcm )
{
// do we find all actions in the new list that are like the new ones in our list ?
foreach ( ActionCls newAc in newAcm ) {
ActionCls AC = this.Find( delegate ( ActionCls ac ) {
return ac.Key == newAc.Key;
} );
if ( AC == null ) {
; // this.Add( newAc ); // no, add it
}
else {
AC.Merge( newAc ); // yes, merge it
}
}
}
/// <summary>
/// Dump the actionmap as partial XML nicely formatted
/// </summary>
/// <returns>the action as XML fragment</returns>
public string toXML()
{
string acs = "";
foreach ( ActionCls ac in this ) {
string x = ac.toXML( );
if ( !string.IsNullOrEmpty( x ) ) acs += string.Format( "\t{0}", x );
}
if ( !string.IsNullOrWhiteSpace( acs ) ) {
string r = string.Format( "\t<actionmap name=\"{0}\">\n", MapName );
r += acs;
r += string.Format( "\t</actionmap>\n" );
return r;
}
// nothing to dump
return "";
}
/// <summary>
/// Read an actionmap from XML - do some sanity check
/// </summary>
/// <param name="xml">the XML action fragment</param>
/// <returns>True if an action was decoded</returns>
public bool fromXML( XElement actionmap )
{
MapName = (string)actionmap.Attribute( "name" ); // mandadory
foreach ( XElement actionNode in actionmap.Nodes( ) ) {
ActionCls ac = new ActionCls( );
if ( ac.fromXML( actionNode ) ) {
this.Add( ac ); // add to list
}
}
return true;
}
}
}