SCJMapper-V2/actions/ActionTree.cs
bm98 f9dcefb4fc V 2.36 - BETA Build 72
- support PTU folders for 3.x Alpha series
- maitain PTU backups and files in MyDocuments separate from retail
2018-06-23 17:01:41 +02:00

1558 lines
64 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Drawing;
using SCJMapper_V2.Properties;
using SCJMapper_V2.SC;
using SCJMapper_V2.Table;
using SCJMapper_V2.Devices;
using SCJMapper_V2.Devices.Keyboard;
using SCJMapper_V2.Devices.Mouse;
using SCJMapper_V2.Devices.Gamepad;
using SCJMapper_V2.Devices.Joystick;
using SCJMapper_V2.Translation;
namespace SCJMapper_V2.Actions
{
/// <summary>
/// Maintains the action tree and its GUI representation, the TreeView
/// - the TreeView is managed primary in memory (Master Tree) and copied to the GUI tree via the Filter functions
/// </summary>
class ActionTree : IDisposable
{
private static readonly log4net.ILog log = log4net.LogManager.GetLogger( System.Reflection.MethodBase.GetCurrentMethod( ).DeclaringType );
#region Static Parts
// static fonts to be used instead of newly allocated ones each time (init when the Ctrl is assigned)
static public Font FontActionmap = null;
static public Font FontAction = null;
static public Font FontActionActivated = null;
#endregion
public event EventHandler<ActionTreeEventArgs> NodeSelectedEvent;
// call when the items are known.
private void NodeSelected( string action, string ctrl )
{
NodeSelectedEvent?.Invoke( this, new ActionTreeEventArgs( action, ctrl ) );
}
// call when a selection is updated (finds the items in the master tree for the currently selected Ctrl)
private void NodeSelected()
{
string action = ""; string ctrl = "";
SelectedActionCtrl( out action, out ctrl );
NodeSelected( action, ctrl );
}
public ActionMapsCls ActionMaps { get; set; } // the Action Maps and Actions
private TreeView m_MasterTree = new TreeView( ); // the master TreeView (mem only)
private TreeView m_tvCtrlRef = null; // the TreeView in the GUI - injected from GUI via Ctrl property
/// <summary>
/// Property TreeView Control
/// The class is owning the TreeView Control and manages it
/// </summary>
public TreeView Ctrl
{
get { return m_tvCtrlRef; }
set {
m_tvCtrlRef = value;
// copy props needed
m_MasterTree.Font = m_tvCtrlRef.Font; // assign font to master tree as well
m_MasterTree.ImageList = m_tvCtrlRef.ImageList;
// define some const fonts for further use
FontActionmap = new Font( m_tvCtrlRef.Font, FontStyle.Bold );
FontAction = new Font( m_tvCtrlRef.Font, FontStyle.Regular );
FontActionActivated = new Font( m_tvCtrlRef.Font, FontStyle.Underline );
m_tvCtrlRef.AfterSelect += M_ctrl_AfterSelect;
}
}
/// <summary>
/// If a node was selected, update it from the tree content
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void M_ctrl_AfterSelect( object sender, TreeViewEventArgs e )
{
NodeSelected( );
}
// filters
private bool m_showJoy = true;
private bool m_showGameP = true;
private bool m_showKbd = true;
private bool m_showMouse = true;
private bool m_showMappedOnly = false;
private string m_Filter = ""; // the tree content filter
/// <summary>
/// maintains the change status (gets reset by reloading the complete tree)
/// </summary>
public bool Dirty { get; set; }
/// <summary>
/// a comma separated list of actionmaps to ignore
/// </summary>
public string IgnoreMaps { get; set; }
/// <summary>
/// ctor
/// </summary>
public ActionTree()
{
log.DebugFormat( "ctor - Entry {0}", m_MasterTree.GetHashCode( ).ToString( ) );
IgnoreMaps = ""; // nothing to ignore
}
protected virtual void Dispose( bool disposing )
{
if ( disposing ) {
// dispose managed resources
if ( m_MasterTree != null ) m_MasterTree.Dispose( );
}
// free native resources
m_tvCtrlRef.AfterSelect -= M_ctrl_AfterSelect;
}
public void Dispose()
{
Dispose( true );
GC.SuppressFinalize( this );
}
/// <summary>
/// Copy return the complete ActionTree while reassigning JsN
/// </summary>
/// <param name="newJsList">The JsN reassign list</param>
/// <returns>The ActionTree Copy with reassigned input</returns>
public ActionTree ReassignJsN( JsReassingList newJsList )
{
var nTree = (ActionTree)this.MemberwiseClone( ); // shallow copy of the members
// DeepCopy of the tree
nTree.ActionMaps = this.ActionMaps.ReassignJsN( newJsList ); // creates the deep copy of the actionmaps
nTree.Dirty = true;
return nTree;
}
#region Properties
/// <summary>
/// Returns if one can Assign a new binding on the selected node
/// </summary>
public bool CanAssignBinding
{
get {
if ( Ctrl.SelectedNode == null ) return false;
else return ( Ctrl.SelectedNode.Level == 1 ) || ( Ctrl.SelectedNode.Level == 2 );
}
}
/// <summary>
/// Returns if one can Disable (mask) a binding on the selected node
/// </summary>
public bool CanDisableBinding
{
get {
if ( Ctrl.SelectedNode == null ) return false;
else return ( Ctrl.SelectedNode.Level == 1 );
}
}
/// <summary>
/// Returns true if a binding can be cleared on the selected node
/// </summary>
public bool CanClearBinding
{
get {
if ( Ctrl.SelectedNode == null ) return false;
else return ( ( Ctrl.SelectedNode.Level == 1 ) && ( IsMappedAction || IsDisabledAction ) );
}
}
/// <summary>
/// Returns if one can Add a binding on the selected node
/// </summary>
public bool CanAddBinding
{
get {
if ( Ctrl.SelectedNode == null ) return false;
else return ( Ctrl.SelectedNode.Level == 1 ) && IsMappedAction;
}
}
/// <summary>
/// Returns if one can Delete a binding on the selected node
/// </summary>
public bool CanDelBinding
{
get {
if ( Ctrl.SelectedNode == null ) return false;
else return ( Ctrl.SelectedNode.Level == 2 );
}
}
/// <summary>
/// Returns true if the action is mapped
/// </summary>
public bool IsMappedAction
{
get {
if ( ( Ctrl.SelectedNode.Level == 0 ) || ( Ctrl.SelectedNode.Level > 2 ) ) return false; // not on node
if ( Ctrl.SelectedNode == null ) return false; // no node selected
if ( Ctrl.SelectedNode.Parent == null ) return false; // ERROR EXIT
return ( Ctrl.SelectedNode as ActionTreeNode ).IsMappedAction;
}
}
/// <summary>
/// Returns true if the action is disabled
/// </summary>
public bool IsDisabledAction
{
get {
if ( ( Ctrl.SelectedNode.Level == 0 ) || ( Ctrl.SelectedNode.Level > 2 ) ) return false; // not on node
if ( Ctrl.SelectedNode == null ) return false; // no node selected
if ( Ctrl.SelectedNode.Parent == null ) return false; // ERROR EXIT
return ( Ctrl.SelectedNode as ActionTreeNode ).IsDisabledAction;
}
}
/// <summary>
/// Returns if an Action must be shown (based on device, mapped filters)
/// </summary>
/// <param name="actDev">The Action device</param>
/// <param name="input">The device input string</param>
/// <returns>True if it must be shown</returns>
public bool ShowAction( Act.ActionDevice actDev, string input )
{
if ( Act.IsDisabledInput( input ) && m_showMappedOnly ) return false;
switch ( actDev ) {
case Act.ActionDevice.AD_Gamepad: return m_showGameP;
case Act.ActionDevice.AD_Joystick: return m_showJoy;
case Act.ActionDevice.AD_Keyboard: return m_showKbd;
case Act.ActionDevice.AD_Mouse: return m_showMouse;
default: return false;
}
}
#endregion
/// <summary>
/// Add a new Action Child to the selected node to apply an addtional mapping
/// </summary>
public void AddBinding()
{
if ( Ctrl.SelectedNode == null ) return;
if ( Ctrl.SelectedNode.Level != 1 ) return; // can only add to level 1 nodes
ActionTreeNode matn = FindMasterAction( (ActionTreeNode)Ctrl.SelectedNode );
ActionCls ac = FindActionObject( matn.Parent.Name, matn.Name ); // the related action
// make new items
ActionTreeInputNode matin = new ActionTreeInputNode( "UNDEF" ) {
ImageKey = "Add"
};
matin.Update( matn );
matin.Command = "";
matn.Nodes.Add( matin ); // add to master tree
ActionCommandCls acc = ac.AddCommand( "", matin.Index );
// show stuff
FilterTree( );
FindAndSelectCtrlByName( matn.Name, ( matn.Parent as ActionTreeNode ).Action );
// jump to the latest if a new one was added
if ( Ctrl.SelectedNode.LastNode != null ) {
Ctrl.SelectedNode = Ctrl.SelectedNode.LastNode;
}
}
/// <summary>
/// Delete the selected ActionChild and remove corresponding ActionCommands
/// </summary>
public void DelBinding()
{
if ( Ctrl.SelectedNode == null ) return;
if ( Ctrl.SelectedNode.Level != 2 ) return; // can only delete level 2 nodes
ActionTreeNode matn = FindMasterAction( (ActionTreeNode)Ctrl.SelectedNode.Parent ); // the parent treenode
ActionCls ac = FindActionObject( matn.Parent.Name, matn.Name ); // the related action
// delete items
ac.DelCommand( Ctrl.SelectedNode.Index );
matn.Nodes.RemoveAt( Ctrl.SelectedNode.Index );
Dirty = true;
// show stuff
FilterTree( );
FindAndSelectCtrlByName( matn.Name, ( matn.Parent as ActionTreeNode ).Action );
}
/// <summary>
/// Disables the binding of the selected node
/// </summary>
public void DisableBinding()
{
UpdateSelectedItem( DeviceCls.DisabledInput, Act.ActionDevice.AD_Unknown, false );
}
/// <summary>
/// Clears the binding of the selected node
/// </summary>
public void ClearBinding()
{
UpdateSelectedItem( "", Act.ActionDevice.AD_Unknown, false );
}
/// <summary>
/// Dumps the actions to an XML string
/// </summary>
/// <returns>A string containing the XML</returns>
public string toXML( string fileName )
{
if ( ActionMaps != null ) {
return ActionMaps.toXML( fileName ); // just propagate if possible
}
else {
log.Error( "ActionTree-toXML: Program error - ActionMaps not yet created" );
return "";
}
}
#region MasterTree Actions
/// <summary>
/// Update the master tree with the given node
/// </summary>
/// <param name="node">The node to update from</param>
private void UpdateMasterNode( ActionTreeNode node )
{
// copy to master node
TreeNode[] masterNode = m_MasterTree.Nodes.Find( node.Name, true ); // find the same node in master
if ( masterNode.Length == 0 ) throw new IndexOutOfRangeException( "ActionTree ERROR - cannot find synched node in master" ); // OUT OF SYNC
// could return more than one if the action is the same in different actionmaps
foreach ( ActionTreeNode mtn in masterNode ) {
if ( mtn.Parent.Name == node.Parent.Name ) {
mtn.Update( node ); // update from node
}
}
}
/// <summary>
/// Update the master tree with the given input node
/// </summary>
/// <param name="node">The input node to update from</param>
private void UpdateMasterNode( ActionTreeInputNode node )
{
log.DebugFormat( "UpdateMasterNode - Entry {0}", m_MasterTree.GetHashCode( ).ToString( ) );
// copy to master node
TreeNode[] masterNode = m_MasterTree.Nodes.Find( node.Name, true ); // find the same node in master
if ( masterNode.Length == 0 ) throw new IndexOutOfRangeException( "ActionTree ERROR - cannot find synched node in master" ); // OUT OF SYNC
// could return more than one if the action is the same in different actionmaps
foreach ( ActionTreeInputNode mtn in masterNode ) {
if ( mtn.Parent.Name == node.Parent.Name ) {
mtn.Update( node ); // update from node
}
}
}
/// <summary>
/// Find the master element for the given ActionNode
/// </summary>
/// <param name="atn">The ActionNode to find</param>
/// <returns>The sought node or null</returns>
private ActionTreeNode FindMasterAction( ActionTreeNode atn )
{
log.DebugFormat( "FindMasterAction(ActionTreeNode) - Entry {0}", m_MasterTree.GetHashCode( ).ToString( ) );
if ( atn.Level != 1 ) return null; // sanity
TreeNode[] masterNode = m_MasterTree.Nodes.Find( atn.Name, true ); // find the same node in master
if ( masterNode.Length == 0 ) throw new IndexOutOfRangeException( "ActionTree ERROR - cannot find synched node in master" ); // OUT OF SYNC
// could return more than one if the action is the same in different actionmaps
foreach ( ActionTreeNode mtn in masterNode ) {
if ( mtn.Parent.Name == atn.Parent.Name ) {
return mtn;
}
}
return null;
}
/// <summary>
/// Find the master element for the given ActionTreeInputNode
/// </summary>
/// <param name="atn">The ActionTreeInputNode to find</param>
/// <returns>The sought node or null</returns>
private ActionTreeInputNode FindMasterAction( ActionTreeInputNode atn )
{
log.DebugFormat( "FindMasterAction(ActionTreeInputNode) - Entry {0}", m_MasterTree.GetHashCode( ).ToString( ) );
if ( atn.Level != 2 ) return null; // sanity
TreeNode[] masterNode = m_MasterTree.Nodes.Find( atn.Name, true ); // find the same node in master
if ( masterNode.Length == 0 ) throw new IndexOutOfRangeException( "ActionTree ERROR - cannot find synched node in master" ); // OUT OF SYNC
// could return more than one if the action is the same in different actionmaps
foreach ( ActionTreeInputNode mtn in masterNode ) {
if ( mtn.Parent.Name == atn.Parent.Name ) {
return mtn;
}
}
return null;
}
/// <summary>
/// Apply the filter to the GUI TreeView
/// </summary>
private void ApplyFilter()
{
log.Debug( "ApplyFilter - Entry" );
ActionTreeNode topNode = null; // allow to backup the view - will carry the first node items
Ctrl.BeginUpdate( );
Ctrl.Nodes.Clear( ); // start over
// traverse the master tree and build the GUI tree from it
foreach ( ActionTreeNode tn in m_MasterTree.Nodes ) {
ActionTreeNode tnMap = new ActionTreeNode( tn ); Ctrl.Nodes.Add( tnMap ); // copy level 0 nodes
if ( topNode == null ) topNode = tnMap;
// have to search nodes of nodes
bool allHidden = true;
foreach ( ActionTreeNode stn in tn.Nodes ) {
if ( ( stn.Tag != null ) && ( (bool)stn.Tag == true ) ) {
; // don't create it i.e hide it - though you cannot hide TreeViewNodes at all...
}
else {
ActionTreeNode tnAction = new ActionTreeNode( stn ); tnMap.Nodes.Add( tnAction ); // copy level 1 nodes
foreach ( ActionTreeInputNode istn in stn.Nodes ) {
ActionTreeInputNode tnActionInput = new ActionTreeInputNode( istn ); tnAction.Nodes.Add( tnActionInput ); // copy level 2 nodes
}
allHidden = false;
}
}
// make it tidier..
if ( allHidden ) tnMap.Collapse( );
else tnMap.ExpandAll( );
}
if ( topNode != null ) Ctrl.TopNode = topNode; // set view to topnode
Ctrl.EndUpdate( ); // enable GUI update
NodeSelected( );
}
/// <summary>
/// Filters the master tree - only Actions (level 1) and not actionmaps (level 0)
/// - Tag gets Bool hidden=true if not to be shown
/// </summary>
private void FilterTree()
{
bool hidden = !string.IsNullOrEmpty( m_Filter ); // hide only if there is a find string
foreach ( ActionTreeNode tn in m_MasterTree.Nodes ) {
// have to search nodes of nodes
foreach ( ActionTreeNode stn in tn.Nodes ) {
stn.Tag = null; // default
if ( ( !m_showJoy ) && stn.IsJoystickAction ) stn.Tag = true;
if ( ( !m_showGameP ) && stn.IsGamepadAction ) stn.Tag = true;
if ( ( !m_showKbd ) && stn.IsKeyboardAction ) stn.Tag = true;
if ( ( !m_showMouse ) && stn.IsMouseAction ) stn.Tag = true;
if ( m_showMappedOnly && ( !stn.IsMappedAction ) ) stn.Tag = true;
//if ( !stn.Text.Contains( m_Filter ) ) stn.Tag = hidden;
if ( !stn.Contains( m_Filter ) ) stn.Tag = hidden;
}
}
ApplyFilter( ); // to the GUI tree
}
/// <summary>
/// Filters entries with given criteria
/// </summary>
/// <param name="filter">The text snip to filter</param>
public void FilterTree( string filter )
{
m_Filter = filter;
FilterTree( );
}
#endregion
/// <summary>
/// Load Mappings from defaultProfile into the ActionList and create the Master TreeView
/// </summary>
/// <param name="applyDefaults">True if default mappings should be used as current mappings</param>
public void LoadProfileTree( bool applyDefaults )
{
log.Debug( "LoadProfileTree - Entry" );
ActionTreeNode tn = null;
ActionTreeNode[] cnl = { };
ActionTreeNode cn = null;
ActionTreeNode topNode = null;
ActionMapCls acm = null;
ActionCls ac = null;
ActionCommandCls acc = null;
ActionMaps = new ActionMapsCls( );
m_MasterTree.Nodes.Clear( );
// read the action items into the TreeView
DProfileReader dpReader = new DProfileReader( ); // we may read a profile
TextReader txReader = null;
dpReader.fromXML( SCDefaultProfile.DefaultProfile( ) );
if ( dpReader.ValidContent ) {
txReader = new StringReader( dpReader.CSVMap );
}
// Input is a CSV formatted defaultprofile
// actmap;actmaplabel;action;actionlabel;defBinding;defActMode;defActMultitap;
const int iMap = 0, iMapLabel = 1, iAction = 2;
// we assume no addbind items in the profile
// so all actions are shown in the ActionTreeNode and no ActionTreeNode childs must be created here
// however we create the ActionCommand for each entry that is supported - even if it is not mapped (input= "")
using ( TextReader sr = txReader ) {
string buf = sr.ReadLine( );
while ( !string.IsNullOrEmpty( buf ) ) {
string[] elem = buf.Split( new char[] { ';', ',' }, StringSplitOptions.None );
if ( elem.Length > iAction ) {
if ( !IgnoreMaps.Contains( "," + elem[iMap] + "," ) ) {
// must have 2 elements min
Array.Resize( ref cnl, 0 );
acm = new ActionMapCls { MapName = elem[iMap] };
for ( int eIndex = iAction; eIndex < elem.Length; eIndex += 5 ) {
// step 2 - action;actionlabel;defaultBinding;defaultActivationMode;defMultiTap come in as 5groups
if ( !string.IsNullOrEmpty( elem[eIndex] ) ) {
// default assignments
string action = elem[eIndex].Substring( 1 ); // has a device Tag as first char
string actionLabel = elem[eIndex + 1];
string defBinding = elem[eIndex + 2];
string defActivationModeName = elem[eIndex + 3];
int defMultiTap = int.Parse( elem[eIndex + 4] );
// need to create a ActivationMode here
ActivationMode defActivationMode = new ActivationMode( defActivationModeName, defMultiTap );
string devID = elem[eIndex].Substring( 0, 1 );
string device = Act.DeviceClassFromTag( devID );
// visual item for the action
cn = new ActionTreeNode( "UNDEF" ) {
Name = elem[eIndex], Action = action, BackColor = Color.White, ImageKey = devID // name with the key it to find it..
};
cn.BackColor = Color.White; // some stuff does not work properly...
if ( ActivationMode.IsDefault( defActivationModeName ) ) {
cn.NodeFont = FontAction;
}
else {
cn.NodeFont = FontActionActivated;
}
Array.Resize( ref cnl, cnl.Length + 1 ); cnl[cnl.Length - 1] = cn;
// derive content tree
ac = new ActionCls {
Key = cn.Name, ActionName = action, Device = device, ActionDevice = Act.ADevice( device ),
DefBinding = defBinding, DefActivationMode = defActivationMode
};
acm.Add( ac ); // add to our map
cn.ActionDevice = ac.ActionDevice; // should be known now
// create just an unmapped ActionCommand item
acc = ac.AddCommand( "", -1 ); // profile items are shown in the ActionTreeNode (not in a child)
// init and apply the default mappings if requested
if ( ac.ActionDevice == Act.ActionDevice.AD_Joystick ) {
acc.DevID = JoystickCls.DeviceID;
int jNum = JoystickCls.JSNum( ac.DefBinding );
if ( applyDefaults ) {
if ( JoystickCls.IsJSValid( jNum ) ) {
acc.DevInput = ac.DefBinding;
cn.Command = ac.DefBinding; cn.BackColor = JoystickCls.JsNColor( jNum );
}
}
}
else if ( ac.ActionDevice == Act.ActionDevice.AD_Gamepad ) {
acc.DevID = GamepadCls.DeviceID;
if ( applyDefaults ) {
if ( !string.IsNullOrEmpty( ac.DefBinding ) ) {
acc.DevInput = ac.DefBinding;
cn.Command = ac.DefBinding; cn.BackColor = GamepadCls.XiColor( );
}
}
}
else if ( ac.ActionDevice == Act.ActionDevice.AD_Keyboard ) {
acc.DevID = KeyboardCls.DeviceID;
if ( applyDefaults ) {
if ( !string.IsNullOrEmpty( ac.DefBinding ) ) {
acc.DevInput = ac.DefBinding;
cn.Command = ac.DefBinding; cn.BackColor = KeyboardCls.KbdColor( );
}
}
}
else if ( ac.ActionDevice == Act.ActionDevice.AD_Mouse ) { // 20151220BM: add mouse device (from AC 2.0 defaultProfile usage)
acc.DevID = MouseCls.DeviceID;
if ( applyDefaults ) {
if ( !string.IsNullOrEmpty( ac.DefBinding ) ) {
acc.DevInput = ac.DefBinding;
cn.Command = ac.DefBinding; cn.BackColor = MouseCls.MouseColor( );
}
}
}
}
}//for
// ActionMap node
tn = new ActionTreeNode( acm.MapName, cnl ) {
Name = acm.MapName,
Action = acm.MapName, // name it to find it..
ImageIndex = 0, NodeFont = FontActionmap // new Font( m_MasterTree.Font, FontStyle.Bold );
};
m_MasterTree.BackColor = Color.White; // fix for defect TreeView (cut off bold text)
m_MasterTree.Nodes.Add( tn ); // add to control
if ( topNode == null ) topNode = tn; // once to keep the start of list
ActionMaps.Add( acm ); // add to our map
}//not ignored
}// if valid line
buf = sr.ReadLine( );
}//while
}
// fix for defect TreeView (cut off bold text at last element -despite the BackColor fix) add another and delete it
tn = new ActionTreeNode( "DUMMY" ) {
Name = "DUMMY", ImageIndex = 0, NodeFont = FontActionmap // new Font( m_MasterTree.Font, FontStyle.Bold );
};
m_MasterTree.BackColor = m_MasterTree.BackColor; // fix for defect TreeView (cut off bold text)
m_MasterTree.Nodes.Add( tn ); // add to control
m_MasterTree.Nodes.RemoveByKey( "DUMMY" );
// fix for defect TreeView (cut off bold text)
ActionMaps.CreateNewOptions( );
txReader = null;
Dirty = false;
// finally apply the filter and make it visible
ReloadTreeView( ); // performs the complete job..
}
/// <summary>
/// Find the ActivationModes of the selected item
/// </summary>
/// <returns>A ActivationModes list - first element is the default, second the selected Mode</returns>
public ActivationModes ActivationModeSelectedItem()
{
ActivationModes am = new ActivationModes( ActivationMode.Default, ActivationMode.Default );// policy: get the default first, then the attached one - dummy answer
if ( Ctrl.SelectedNode == null ) return am; // ERROR exit
if ( ( Ctrl.SelectedNode.Level == 0 ) || ( Ctrl.SelectedNode.Level > 2 ) ) return am;
if ( Ctrl.SelectedNode.Parent == null ) return am; // ERROR exit
// has a parent - must be level 1 or 2
if ( Ctrl.SelectedNode.Level == 1 ) {
// this is the main node with Action Cmd
ActionTreeNode atn = ( Ctrl.SelectedNode as ActionTreeNode ); // the treenode from a level 1
ActionCls ac = FindActionObject( atn.Parent.Name, atn.Name ); if ( ac == null ) return am; // ERROR exit
// ActionCommandCls acc = ac.FindActionInputObject( ActionTreeNode.CommandFromNodeText( atn.Text ) ); if ( acc == null ) return am; // ERROR exit
ActionCommandCls acc = ac.FindActionInputObject( atn.Command ); if ( acc == null ) return am; // ERROR exit
am = new ActivationModes( ac.DefActivationMode, acc.ActivationMode ); // policy: get the default first, then the attached one
return am;
}
else if ( Ctrl.SelectedNode.Level == 2 ) {
// this is a child of an action with further commands
ActionTreeNode patn = ( Ctrl.SelectedNode.Parent as ActionTreeNode ); // the parent treenode
ActionTreeNode atn = ( Ctrl.SelectedNode as ActionTreeNode ); // the treenode from a level 1
// the related action
ActionCls ac = FindActionObject( patn.Parent.Name, patn.Name ); if ( ac == null ) return am; // ERROR exit
ActionCommandCls acc = ac.FindActionInputObject( atn.Index ); if ( acc == null ) return am; // ERROR exit
am = new ActivationModes( ac.DefActivationMode, acc.ActivationMode );// policy: get the default first, then the attached one
return am;
}
return am;
}
/// <summary>
/// Update the ActivationMode of the selected item
/// </summary>
public void UpdateActivationModeSelectedItem( string newActivationModeName )
{
if ( Ctrl.SelectedNode == null ) return; // ERROR exit
if ( ( Ctrl.SelectedNode.Level == 0 ) || ( Ctrl.SelectedNode.Level > 2 ) ) return;
if ( Ctrl.SelectedNode.Parent == null ) return; // ERROR exit
// has a parent - must be level 1 or 2
if ( Ctrl.SelectedNode.Level == 1 ) {
// this is the main node with Action Cmd
ActionTreeNode atn = ( Ctrl.SelectedNode as ActionTreeNode ); // the treenode from a level 1
ActionCls ac = FindActionObject( atn.Parent.Name, atn.Name ); if ( ac == null ) return; // ERROR exit
ActionCommandCls acc = ac.FindActionInputObject( atn.Command ); if ( acc == null ) return; // ERROR exit
// new am is either a named one or the Default from Profile (which is the default from the Action due to multiTaps..)
if ( ActivationMode.IsDefault( newActivationModeName ) ) {
acc.ActivationMode = new ActivationMode( ActivationMode.Default );
}
else {
acc.ActivationMode = ActivationModes.Instance.ActivationModeByName( newActivationModeName );
}
atn.UpdateAction( acc ); UpdateMasterNode( atn );
NodeSelected( ); // virtual event - as the selection does not change
Dirty = true;
}
else if ( Ctrl.SelectedNode.Level == 2 ) {
// this is a child of an action with further commands
ActionTreeNode patn = ( Ctrl.SelectedNode.Parent as ActionTreeNode ); // the parent treenode from a level 2
ActionTreeNode atn = ( Ctrl.SelectedNode as ActionTreeNode ); // the treenode from a level 2
// the related action
ActionCls ac = FindActionObject( patn.Parent.Name, patn.Name ); if ( ac == null ) return; // ERROR exit
// find it in the sublist
ActionCommandCls acc = ac.FindActionInputObject( atn.Index ); if ( acc == null ) return; // ERROR exit
// new am is either a named one or the Default from Profile (which is the default from the Action due to multiTaps..)
if ( ActivationMode.IsDefault( newActivationModeName ) ) {
acc.ActivationMode = new ActivationMode( ActivationMode.Default );
}
else {
acc.ActivationMode = ActivationModes.Instance.ActivationModeByName( newActivationModeName );
}
atn.UpdateAction( acc ); UpdateMasterNode( atn );
NodeSelected( ); // virtual event - as the selection does not change
Dirty = true;
}
}
// input is like js1_button3 OR keyboard such as lctrl+x (mouse is keyboard too)
/// <summary>
/// Apply an update the the treenode
/// First apply to the GUI tree where the selection happend then copy it over to master tree
/// </summary>
/// <param name="input">The new Text property</param>
public bool UpdateSelectedItem( string input, Act.ActionDevice inKind, bool checkKind )
{
if ( Ctrl.SelectedNode == null ) return false; // ERROR exit
if ( ( Ctrl.SelectedNode.Level == 0 ) || ( Ctrl.SelectedNode.Level > 2 ) ) return false; // ERROR exit
if ( Ctrl.SelectedNode.Parent == null ) return false; // ERROR exit
// has a parent - must be level 1 or 2
if ( Ctrl.SelectedNode.Level == 1 ) {
// this is the main node with Action Cmd
ActionTreeNode atn = ( Ctrl.SelectedNode as ActionTreeNode ); // the treenode from a level 1
ActionCls ac = FindActionObject( atn.Parent.Name, atn.Name ); // the related action in an actionmap
if ( ac == null ) return false; // ERROR exit
if ( checkKind && ( ac.ActionDevice != inKind ) ) return false; // ERROR exit
ActionCommandCls acc = ac.FindActionInputObject( atn.Command ); if ( acc == null ) return false; // ERROR exit
// have it - continue
ac.UpdateCommandFromInput( Act.DevInput( input, inKind ), acc.NodeIndex + 1 );
atn.UpdateAction( acc ); UpdateMasterNode( atn );
NodeSelected( ); // virtual event - as the selection does not change
Dirty = true;
}
else if ( Ctrl.SelectedNode.Level == 2 ) {
// this is a child of an action with further commands
ActionTreeNode patn = ( Ctrl.SelectedNode.Parent as ActionTreeNode ); // the parent treenode from a level 2
ActionTreeInputNode atn = ( Ctrl.SelectedNode as ActionTreeInputNode ); // the treenode from a level 2
if ( string.IsNullOrEmpty( input ) )
atn.Action = "UNDEF"; // apply UNDEF
else
atn.Action = patn.Action; // apply the parent Action
ActionCls ac = FindActionObject( patn.Parent.Name, patn.Name ); // the related action in an actionmap
if ( ac == null ) return false; // ERROR exit
if ( checkKind ) {
if ( ac.ActionDevice == Act.ActionDevice.AD_Keyboard ) {
if ( ( inKind != Act.ActionDevice.AD_Keyboard ) && ( inKind != Act.ActionDevice.AD_Mouse ) ) return false; // ERROR exit
}
else {
if ( ac.ActionDevice != inKind ) return false; // ERROR exit
}
}
ActionCommandCls acc = ac.FindActionInputObject( atn.Index );
if ( acc == null ) return false; // ERROR exit
// have it - continue
ac.UpdateCommandFromInput( Act.DevInput( input, inKind ), acc.NodeIndex + 1 );
atn.UpdateAction( acc ); UpdateMasterNode( atn );
NodeSelected( ); // virtual event - as the selection does not change
Dirty = true;
}
return true;
}
/// <summary>
/// Find an action with name in a actionmap
/// </summary>
/// <param name="actionMap">The actionmap name</param>
/// <param name="actionKey">The action</param>
/// <param name="devInput">The input</param>
/// <returns>An actionCommand or null if not found</returns>
private ActionCommandCls FindActionInputObject( string actionMap, string actionKey, string devInput )
{
// Apply the input to the ActionTree
ActionCls ac = null; ActionCommandCls acc = null;
ActionMapCls ACM = ActionMaps.Find( delegate ( ActionMapCls _ACM ) { return _ACM.MapName == actionMap; } );
if ( ACM != null ) ac = ACM.Find( delegate ( ActionCls _AC ) { return _AC.Key == actionKey; } );
if ( ac != null ) acc = ac.InputList.Find( delegate ( ActionCommandCls _ACC ) { return _ACC.DevInput == devInput; } );
if ( acc == null ) {
log.Error( "FindActionInputObject - Action Input not found in tree" );
return null; // ERROR - Action Input not found in tree
}
return acc;
}
/// <summary>
/// Find an action with name in a actionmap
/// </summary>
/// <param name="actionMap">The actionmap name</param>
/// <param name="actionKey">The action</param>
/// <param name="input">The input</param>
/// <returns>An actionCommand or null if not found</returns>
private ActionCommandCls FindActionInputObject( ActionTree tree, string actionMap, string actionKey, int index )
{
// Apply the input to the ActionTree
ActionCls ac = null; ActionCommandCls acc = null;
ActionMapCls ACM = tree.ActionMaps.Find( delegate ( ActionMapCls _ACM ) { return _ACM.MapName == actionMap; } );
if ( ACM != null ) ac = ACM.Find( delegate ( ActionCls _AC ) { return _AC.Key == actionKey; } );
if ( ac != null ) acc = ac.InputList.Find( delegate ( ActionCommandCls _ACC ) { return _ACC.NodeIndex == index; } );
if ( acc == null ) {
log.Error( "FindActionInputObject - Action Input not found in tree" );
return null; // ERROR - Action Input not found in tree
}
return acc;
}
/// <summary>
/// Find an action with name in a actionmap
/// </summary>
/// <param name="actionMap">The actionmap name</param>
/// <param name="action">The action</param>
/// <returns>An action or null if not found</returns>
private ActionCls FindActionObject( string actionMap, string action )
{
// Apply the input to the ActionTree
ActionCls ac = null;
ActionMapCls ACM = ActionMaps.Find( delegate ( ActionMapCls acm ) { return acm.MapName == actionMap; } );
if ( ACM != null ) ac = ACM.Find( delegate ( ActionCls _AC ) { return _AC.Key == action; } );
if ( ac == null ) {
log.Error( "FindActionObject - Action Not found in tree" );
return null; // ERROR - Action Not found in tree
}
return ac;
}
/// <summary>
/// Defines what to show in the tree
/// </summary>
/// <param name="showJoystick">True to show Joystick actions</param>
/// <param name="showGamepad">True to show Gamepad actions</param>
/// <param name="showKeyboard">True to show Keyboard actions</param>
/// <param name="showMappedOnly">True to show mapped actions only </param>
public void DefineShowOptions( bool showJoystick, bool showGamepad, bool showKeyboard, bool showMouse, bool showMappedOnly )
{
m_showJoy = showJoystick;
m_showGameP = showGamepad;
m_showKbd = showKeyboard;
m_showMouse = showMouse;
m_showMappedOnly = showMappedOnly;
}
/// <summary>
/// Loads the mappings back into the treeview control
/// Note: this takes a while as the list grows...
/// </summary>
public void ReloadTreeView()
{
log.DebugFormat( "ReloadTreeView - Entry {0}", m_MasterTree.GetHashCode( ).ToString( ) );
foreach ( ActionMapCls acm in ActionMaps ) {
if ( IgnoreMaps.Contains( "," + acm.MapName + "," ) ) break; // next
try {
ActionTreeNode mtn = (ActionTreeNode)m_MasterTree.Nodes[acm.MapName]; // get the map node
// find the item to reload into the treeview
foreach ( ActionCls ac in acm ) {
ActionTreeNode matn = (ActionTreeNode)mtn.Nodes[ac.Key]; // get the action node
bool first = true;
// refresh commands
foreach ( ActionCommandCls acc in ac.InputList ) {
try {
ac.UpdateCommandFromInput( acc.DevInput, acc.NodeIndex + 1 ); // this may apply (un)Blending if needed
// the first one goes into the node, further must be created if not existing
if ( first ) {
matn.UpdateAction( acc ); UpdateMasterNode( matn );
matn.Nodes.Clear( ); // clear add childs - those don't persist from newly loaded actionmaps
first = false;
}
else {
// have to recreate the action child nodes
ActionTreeInputNode matin = new ActionTreeInputNode( ac.ActionName ) { ImageKey = "Add" };
matin.Update( matn ); matin.Command = "";
acc.NodeIndex = matin.Index; // assign visual reference
matn.Nodes.Add( matin ); // add to master tree
matin.UpdateAction( acc ); UpdateMasterNode( matin );
}
}
catch {
; // key not found
}
Dirty = true;
} // foreach
}
}
catch ( Exception e ) {
log.DebugFormat( "ReloadTreeView - Exception in loading Treeview\n{0}", e.Message ); // map key not found ??
}
}
// finally apply the filter and make it visible
FilterTree( );
}
/// <summary>
/// Find a control that contains the string and mark it
/// this method is applied to the GUI TreeView only
/// </summary>
/// <param name="m_MasterTree">The string to find</param>
public void FindAndSelectActionKey( string actionmap, string actionKey, int nodeIndex )
{
log.Debug( "FindAndSelectActionKey - Entry" );
foreach ( ActionTreeNode tn in Ctrl.Nodes ) {
if ( string.IsNullOrEmpty( actionmap ) || ( tn.Action == actionmap ) ) {
// have to search nodes of nodes
foreach ( ActionTreeNode stn in tn.Nodes ) {
if ( stn.Name == actionKey ) {
if ( nodeIndex < 0 ) {
if ( Ctrl.SelectedNode == stn ) NodeSelected( );
Ctrl.SelectedNode = stn;
Ctrl.SelectedNode.EnsureVisible( );
}
else {
// have to search nodes of nodes
int ni = 0;
foreach ( ActionTreeInputNode sstn in stn.Nodes ) {
if ( ni++ == nodeIndex ) {
if ( Ctrl.SelectedNode == sstn ) NodeSelected( );
Ctrl.SelectedNode = sstn;
Ctrl.SelectedNode.EnsureVisible( );
return; // exit all loops
}
}
}
return; // exit all loops
}
}
}
}
}
/// <summary>
/// Find a control that contains the string and mark it
/// this method is applied to the GUI TreeView only
/// </summary>
public void FindAndSelectCtrl( string ctrl, string actionmap )
{
log.Debug( "FindAndSelectCtrl - Entry" );
foreach ( ActionTreeNode tn in Ctrl.Nodes ) {
// have to search nodes of nodes
if ( string.IsNullOrEmpty( actionmap ) || ( tn.Action == actionmap ) ) {
foreach ( ActionTreeNode stn in tn.Nodes ) {
if ( stn.ContainsCtrl( ctrl ) ) {
if ( Ctrl.SelectedNode == stn ) NodeSelected( );
Ctrl.SelectedNode = stn;
Ctrl.SelectedNode.EnsureVisible( );
return; // exit all loops
}
// have to search nodes of nodes
foreach ( ActionTreeInputNode sstn in stn.Nodes ) {
if ( sstn.ContainsCtrl( ctrl ) ) {
if ( Ctrl.SelectedNode == sstn ) NodeSelected( );
Ctrl.SelectedNode = sstn;
Ctrl.SelectedNode.EnsureVisible( );
return; // exit all loops
}
}
}
}
}
}
/// <summary>
/// Find a control that contains the string and mark it
/// this method is applied to the GUI TreeView only
/// </summary>
public void FindAndSelectCtrlByName( string ctrlName, string actionmap )
{
log.Debug( "FindAndSelectCtrlByName - Entry" );
foreach ( ActionTreeNode tn in Ctrl.Nodes ) {
if ( string.IsNullOrEmpty( actionmap ) || ( tn.Action == actionmap ) ) {
// have to search nodes of nodes
foreach ( ActionTreeNode stn in tn.Nodes ) {
if ( stn.Name == ctrlName ) {
if ( Ctrl.SelectedNode == stn ) NodeSelected( );
Ctrl.SelectedNode = stn;
Ctrl.SelectedNode.EnsureVisible( );
return; // exit all loops
}
// have to search nodes of nodes
foreach ( ActionTreeInputNode sstn in stn.Nodes ) {
if ( sstn.Name == ctrlName ) {
if ( Ctrl.SelectedNode == sstn ) NodeSelected( );
Ctrl.SelectedNode = sstn;
Ctrl.SelectedNode.EnsureVisible( );
return; // exit all loops
}
}
}
}
}
}
/// <summary>
/// Find all actions that are mapped to this input
/// </summary>
/// <param name="input">The input string to find</param>
public List<string> GetAllActions( string input )
{
List<string> ret = new List<string>( );
if ( string.IsNullOrEmpty( input ) ) return ret; // nothing to find here...
if ( Act.IsDisabledInput( input ) ) return ret; // nothing to find here...
foreach ( ActionMapCls acm in ActionMaps ) {
// have to search Actions in Maps
foreach ( ActionCls ac in acm ) {
if ( ac.DefBinding == input ) {
ret.Add( ac.ActionName );
}
foreach ( ActionCommandCls acc in ac.InputList ) {
if ( acc.DevInput == input ) {
ret.Add( ac.ActionName );
}
}
}
}
return ret;
}
/// <summary>
/// Find and pretty list all actions that are mapped to this input
/// </summary>
/// <param name="input">The input string to find</param>
public List<string> ListAllActions( string input )
{
List<string> ret = new List<string>( );
if ( string.IsNullOrEmpty( input ) ) return ret; // nothing to find here...
if ( Act.IsDisabledInput( input ) ) return ret; // nothing to find here...
ret.Add( "Actions listed for Input: " + input );
ret.Add( "" );
ret.Add( "location - action - actionmap - activation mode" );
ret.Add( "" );
string aMode = "";
foreach ( ActionMapCls acm in ActionMaps ) {
// have to search Actions in Maps
foreach ( ActionCls ac in acm ) {
string l = ""; // return line composition
if ( ac.DefBinding == input ) {
ret.Add( "" );
aMode = string.Format( "{0};{1}", ac.DefActivationMode.Name, ac.DefActivationMode.MultiTap );
l = string.Format( "{0} - {1} - {2} - {3}", "profile", ac.ActionName, acm.MapName, aMode );
ret.Add( l );
}
foreach ( ActionCommandCls acc in ac.InputList ) {
if ( acc.DevInput == input ) {
aMode = string.Format( "modified;{0};{1}", acc.ActivationMode.Name, acc.ActivationMode.MultiTap );
if ( acc.ActivationMode == ActivationMode.Default )
aMode = string.Format( "default" );
l = string.Format( "{0} - {1} - {2} - {3}", "mapped ", ac.ActionName, acm.MapName, aMode );
ret.Add( l );
}
}
}
}
return ret;
}
/// <summary>
/// Find and pretty print all actions that are mapped to this input as RTF text
/// formatted as RTF text
/// </summary>
/// <param name="input">The input string to find</param>
public void ListAllActionsRTF( string input, RTF.RTFformatter rtf, bool inverse = false )
{
if ( string.IsNullOrEmpty( input ) ) return; // nothing to find here...
if ( Act.IsDisabledInput( input ) ) return; // nothing to find here...
rtf.FontSize( 12 );
rtf.Write( Tx.Translate( "mapHeader" ) + " " );
rtf.RBold = true; rtf.WriteLn( input ); rtf.RBold = false;
rtf.FontSize( 9 ); // 9pt
rtf.ClearTabs( ); rtf.SetTab( 1200 ); rtf.SetTab( 4660 ); rtf.SetTab( 7500 );
rtf.WriteLn( );
rtf.RULine = true;
rtf.Write( Tx.Translate( "mapLocation" ) );
rtf.WriteTab( Tx.Translate( "mapAction" ) );
rtf.WriteTab( Tx.Translate( "mapActionmap" ) );
rtf.WriteTab( Tx.Translate( "mapActivationMode" ).PadRight( 40 ) ); rtf.WriteLn( );
rtf.RULine = false;
rtf.WriteLn( );
string aMode = "";
foreach ( ActionMapCls acm in ActionMaps ) {
// have to search Actions in Maps
foreach ( ActionCls ac in acm ) {
bool used = false;
foreach ( ActionCommandCls acc in ac.InputList ) {
if ( acc.DevInput == input ) {
aMode = string.Format( "{0};{1};{2}", Tx.Translate( "mapModified" ), acc.ActivationMode.Name, acc.ActivationMode.MultiTap );
if ( acc.ActivationMode == ActivationMode.Default )
aMode = string.Format( "{0}", Tx.Translate( "mapDefault" ) );
rtf.RHighlightColor = ( inverse ) ? RTF.RTFformatter.ERColor.ERC_DarkGreen : RTF.RTFformatter.ERColor.ERC_Green;
rtf.Write( Tx.Translate( "mapMapped" ) );
rtf.WriteTab( SCUiText.Instance.Text( ac.ActionName ) );
rtf.WriteTab( SCUiText.Instance.Text( acm.MapName ) );
rtf.WriteTab( aMode.PadRight( 80 ) ); rtf.WriteLn( );
rtf.RHighlightColor = RTF.RTFformatter.ERColor.ERC_Black; // background
rtf.WriteLn( );
used = true;
}
used = !string.IsNullOrEmpty( acc.DevInput );
}
if ( ( !used ) && ac.DefBinding == input ) {
aMode = string.Format( "{0};{1}", ac.DefActivationMode.Name, ac.DefActivationMode.MultiTap );
rtf.Write( Tx.Translate( "mapProfile" ) ); rtf.WriteTab( ac.ActionName ); rtf.WriteTab( acm.MapName ); rtf.WriteTab( aMode ); rtf.WriteLn( );
rtf.WriteLn( );
}
}
}
}
/// <summary>
/// Find a control the the actionmap that contains the ActionText
/// </summary>
/// <param name="actionmap">The actionmap to find the string, empty string matches all actionmaps</param>
/// <param name="text">The string to find</param>
public string FindText( string actionmap, string text )
{
log.DebugFormat( "FindText - Entry ({0}, {1})", actionmap, text );
foreach ( ActionTreeNode tn in m_MasterTree.Nodes ) {
// if ( string.IsNullOrEmpty( actionmap ) || ( tn.Text == actionmap ) ) {
if ( string.IsNullOrEmpty( actionmap ) || ( tn.Action == actionmap ) ) {
// have to search nodes of nodes
foreach ( ActionTreeNode stn in tn.Nodes ) {
//if ( stn.Text.Contains( text ) ) {
if ( stn.Contains( text ) ) {
return stn.ActionText;
}
}
}
}
return "";
}
/// <summary>
/// Find a control that contains the Text (searches all actionmaps)
/// </summary>
/// <param name="text">The string to find</param>
public string FindText( string text )
{
return FindText( "", text );
}
/// <summary>
/// Returns Action and Ctrl of the currently selected node
/// </summary>
/// <param name="action">The action or empty</param>
/// <param name="ctrl">The control or empty</param>
public void SelectedActionCtrl( out string action, out string ctrl )
{
action = ""; ctrl = "";
if ( Ctrl.SelectedNode == null ) return;
if ( Ctrl.SelectedNode.Level == 1 ) {
ActionTreeNode matn = FindMasterAction( (ActionTreeNode)Ctrl.SelectedNode );
action = matn.Action;
ctrl = matn.Command;
}
else if ( Ctrl.SelectedNode.Level == 2 ) {
ActionTreeNode matn = FindMasterAction( (ActionTreeInputNode)Ctrl.SelectedNode ); // the parent treenode
action = matn.Action;
ctrl = matn.Command;
}
}
/// <summary>
/// Returns the dev control of the selected item
/// </summary>
public string SelectedCtrl
{
get {
if ( Ctrl.SelectedNode == null ) return "";
if ( Ctrl.SelectedNode.Level == 1 ) {
ActionTreeNode matn = FindMasterAction( (ActionTreeNode)Ctrl.SelectedNode );
return matn.Command;
}
else if ( Ctrl.SelectedNode.Level == 2 ) {
ActionTreeNode matn = FindMasterAction( (ActionTreeInputNode)Ctrl.SelectedNode ); // the parent treenode
return matn.Command;
}
else return "";
}
}
/// <summary>
/// Returns the Action name of the selected item
/// </summary>
public string SelectedAction
{
get {
if ( Ctrl.SelectedNode == null ) return "";
if ( Ctrl.SelectedNode.Level == 1 ) {
ActionTreeNode matn = FindMasterAction( (ActionTreeNode)Ctrl.SelectedNode );
return matn.Action;
}
else if ( Ctrl.SelectedNode.Level == 2 ) {
ActionTreeNode matn = FindMasterAction( (ActionTreeNode)Ctrl.SelectedNode.Parent ); // the parent treenode
return matn.Action;
}
else return "";
}
}
/// <summary>
/// Returns the ActionID (DS_ActionMap) of the selected item
/// </summary>
public string SelectedActionID
{
get {
if ( Ctrl.SelectedNode == null ) return "";
if ( ( Ctrl.SelectedNode.Level == 0 ) || ( Ctrl.SelectedNode.Level > 2 ) ) return ""; // ERROR exit
if ( Ctrl.SelectedNode.Parent == null ) return ""; // ERROR exit
// has a parent - must be level 1 or 2
if ( Ctrl.SelectedNode.Level == 1 ) {
// this is the main node with Action Cmd
ActionTreeNode atn = ( Ctrl.SelectedNode as ActionTreeNode ); // the treenode from a level 1
ActionCls ac = FindActionObject( atn.Parent.Name, atn.Name ); // the related action in an actionmap
if ( ac == null ) return ""; // ERROR exit
ActionCommandCls acc = ac.FindActionInputObject( atn.Command ); if ( acc == null ) return ""; // ERROR exit
// have it - continue
string actionID = DS_ActionMap.ActionID( atn.Parent.Name, ac.Key, acc.NodeIndex );
return actionID;
}
else if ( Ctrl.SelectedNode.Level == 2 ) {
// this is a child of an action with further commands
ActionTreeNode patn = ( Ctrl.SelectedNode.Parent as ActionTreeNode ); // the parent treenode from a level 2
ActionTreeNode atn = ( Ctrl.SelectedNode as ActionTreeNode ); // the treenode from a level 2
ActionCls ac = FindActionObject( patn.Parent.Name, patn.Name ); // the related action in an actionmap
if ( ac == null ) return ""; // ERROR exit
ActionCommandCls acc = ac.FindActionInputObject( atn.Index );
if ( acc == null ) return ""; // ERROR exit
// have it - continue
string actionID = DS_ActionMap.ActionID( atn.Parent.Name, ac.Key, acc.NodeIndex );
return actionID;
}
else return "";
}
}
/// <summary>
/// Update from all edits in the dataset DS_ActionMaps
/// </summary>/// <param name="dsa">The dataset to update from</param>
/// <returns>returns a null if no changes have been found</returns>
public ActionTree UpdateFromDataSet( DS_ActionMaps dsa )
{
ActionTree nTree = new ActionTree( ); // just a copy
// full copy from 'this'
nTree.m_MasterTree = this.m_MasterTree;
nTree.m_tvCtrlRef = this.m_tvCtrlRef;
nTree.IgnoreMaps = this.IgnoreMaps;
nTree.m_Filter = this.m_Filter;
nTree.ActionMaps = this.ActionMaps.ReassignJsN( new JsReassingList( ) ); // re-use this method with no reassign for full copy of the tree
int countChanges = 0;
foreach ( DS_ActionMaps.T_ActionRow ar in dsa.T_Action ) {
if ( ar.RowState == System.Data.DataRowState.Modified ) {
countChanges++;
ActionCommandCls acc = FindActionInputObject( nTree, DS_ActionMap.ActionMap( ar ), DS_ActionMap.ActionKey( ar ), DS_ActionMap.ActionCommandIndex( ar ) );
if ( acc != null ) {
acc.UpdateCommandFromInput( Act.DevInput( DS_ActionMap.DevInput( ar ), Act.ADevice( ar.Device ) ), Act.ADevice( ar.Device ) );
ar.Usr_Binding = acc.DevInput; // feedback the right one
}
else {
; // DEBUG should not happen...
}
}
}
// finally if there were any changes
if ( countChanges > 0 ) {
dsa.AcceptChanges( );
NodeSelected( );
nTree.Dirty = true;
return nTree;
}
else {
return null;
}
}
/// <summary>
/// Reports a summary list of the mapped items
/// </summary>
/// <returns></returns>
public string ReportActions()
{
log.Debug( "ReportActions - Entry" );
string repList = "";
// JS assignments
for ( int i = 0; i < JoystickCls.JSnum_MAX; i++ ) {
if ( !string.IsNullOrEmpty( ActionMaps.jsN[i] ) ) repList += string.Format( "** js{0} = {1}\n", i + 1, ActionMaps.jsN[i] );
}
// now the mapped actions
const int padAction = 50;
const int padDevice = 4;
const int padInput = 25;
repList += string.Format( "\n" );
repList += string.Format( " {0}+- {1} _ {2}#-[{4}] {3}\n\n", "Action".PadRight( padAction ),
"Dev".PadRight( padDevice ),
"Binding".PadRight( padInput ),
"Activation", "T" ); // col description line
foreach ( ActionMapCls acm in ActionMaps ) {
string rep = string.Format( "*** {0}\n", SCUiText.Instance.Text( acm.MapName ) );
repList += rep;
foreach ( ActionCls ac in acm ) {
foreach ( ActionCommandCls acc in ac.InputList ) {
if ( ShowAction( ac.ActionDevice, acc.Input ) ) {
if ( !string.IsNullOrEmpty( acc.Input ) /* && !( acc.Input == DeviceCls.BlendedInput )*/ ) {
string actionName = SCUiText.Instance.Text( ac.ActionName );
if ( actionName.Length > padAction ) actionName = actionName.Substring( 0, padAction );
if ( acc.DevInput == ac.DefBinding ) {
rep = string.Format( " {0} . {1} _ {2}", actionName.PadRight( padAction ), acc.DevID.PadRight( padDevice ), acc.Input.PadRight( padInput ) );
}
else {
rep = string.Format( " {0} + {1} _ {2}", actionName.PadRight( padAction ), acc.DevID.PadRight( padDevice ), acc.Input.PadRight( padInput ) ); // my binding
}
if ( acc.ActivationMode == ActivationMode.Default ) {
rep += string.Format( " . [{1}] {0}\n", ac.DefActivationMode.Name, ac.DefActivationMode.MultiTap );
}
else {
rep += string.Format( " # [{1}] {0}\n", acc.ActivationMode.Name, acc.ActivationMode.MultiTap );
}
repList += rep;
}
}
}
}
repList += string.Format( "\n" ); // actionmap spacer
}
return repList;
}
/// <summary>
/// Reports a list of the mapped items as XML (not CIG style)
/// </summary>
/// <returns>XML string</returns>
public string ReportActionsXML()
{
log.Debug( "ReportActionsXML - Entry" );
/*
Format:
<actions>
<actionmap name="mapname">
<action name="actionname">
<rebind input="devID_command" />
</action>
</actionmap>
</actions>
e.g.
<actions>
<actionmap name="spaceship_movement">
<action name="v_pitch">
<rebind input="js1_y" />
<rebind input="mo1_maxis_y" />
</action>
</actionmap>
</actions>
*/
string repList = "";
repList = string.Format( "<actions>\n" );
foreach ( ActionMapCls acm in ActionMaps ) {
repList += string.Format( "\t<actionmap AMname=\"{0}\">\n", acm.MapName );
// restart output
string actionName = "", devRep = "";
foreach ( ActionCls ac in acm ) {
if ( ac.ActionName == actionName ) {
// same as before
// collect further
}
else {
// new action
// report
if ( !string.IsNullOrEmpty( devRep ) ) {
repList += string.Format( "\t\t<action Aname=\"{0}\">\n", actionName );
repList += devRep;
repList += string.Format( "\t\t</action>\n" );
}
// and reset
actionName = ac.ActionName; // new one
devRep = "";
}
foreach ( ActionCommandCls acc in ac.InputList ) {
if ( !Act.IsDisabledInput( acc.Input ) ) {
if ( !string.IsNullOrEmpty( acc.Input ) ) {
devRep += string.Format( "\t\t\t<rebind input=\"{0}_{1}\" />\n", acc.DevID, acc.Input );
}
}
}
}
// have to report the last one
if ( !string.IsNullOrEmpty( devRep ) ) {
repList += string.Format( "\t\t<action Aname=\"{0}\">\n", actionName );
repList += devRep;
repList += string.Format( "\t\t</action>\n" );
}
repList += string.Format( "\t</actionmap>\n" );
}
repList += string.Format( "</actions>\n" );
return repList;
}
/// <summary>
/// Reports a summary list of the mapped items
/// </summary>
/// <param name="listModifiers">Wether or not listing modifiers</param>
/// <param name="listNativeNames">Wether or not listing the profilenames (false by default)</param>
/// <returns>A string containing the CSV listing</returns>
public string ReportActionsCSV( bool listModifiers, bool listProfileNames = false )
{
log.Debug( "ReportActionsCSV - Entry" );
string repList = "";
// JS assignments
for ( int i = 0; i < JoystickCls.JSnum_MAX; i++ ) {
if ( !string.IsNullOrEmpty( ActionMaps.jsN[i] ) ) repList += string.Format( "** js{0} = {1}\n", i + 1, ActionMaps.jsN[i] );
}
// now the mapped actions
repList += string.Format( "\n" );
repList += "actionmap;action"; // col description line
if ( listModifiers ) {
repList += ";kbd-tag;kbd-input;kbd-mod-tag;kbd-mod-mode;kbd-mod-multi"; // col description line
repList += ";mouse-tag;mouse-input;mouse-mod-tag;mouse-mod-mode;mouse-mod-multi";
repList += ";xpad-tag;xpad-input;xpad-mod-tag;xpad-mod-mode;xpad-mod-multi";
repList += ";js1-tag;js1-input;js1-mod-tag;js1-mod-mode;js1-mod-multi";
repList += ";js2-tag;js2-input;js2-mod-tag;js2-mod-mode;js2-mod-multi";
repList += ";js3-tag;js3-input;js3-mod-tag;js3-mod-mode;js3-mod-multi";
repList += ";js4-tag;js4-input;js4-mod-tag;js4-mod-mode;js4-mod-multi";
}
else {
repList += ";kbd-tag;kbd-input"; // col description line
repList += ";mouse-tag;mouse-input";
repList += ";xpad-tag;xpad-input";
repList += ";js1-tag;js1-input";
repList += ";js2-tag;js2-input";
repList += ";js3-tag;js3-input";
repList += ";js4-tag;js4-input";
}
repList += string.Format( "\n" );
string action = "";
string rep = ""; string kbA = ""; string moA = ""; string xbA = ""; string[] jsA = new string[] { "", "", "", "" };
foreach ( ActionMapCls acm in ActionMaps ) {
foreach ( ActionCls ac in acm ) {
// we get an action for each device class here - sort it out
if ( ac.ActionName != action ) {
// dump if not empty
if ( !string.IsNullOrEmpty( action ) ) {
// compose one action
rep += string.Format( "{0};{1};{2};{3};{4};{5};{6}\n", kbA, moA, xbA, jsA[0], jsA[1], jsA[2], jsA[3] ); // should be one line now
repList += string.Format( "{0}", rep ); // add to list
}
// action changed - restart collection
action = ac.ActionName;
if ( listProfileNames ) {
rep = string.Format( "{0};{1};", acm.MapName, ac.ActionName ); // actionmap; action
}
else {
rep = string.Format( "{0};{1};", SCUiText.Instance.Text( acm.MapName ),
SCUiText.Instance.Text( ac.ActionName ) ); // actionmap; action
}
// note: don't add trailing semicolons as the are applied in the output formatting
if ( listModifiers ) {
kbA = "n.a.;;;;"; // defaults tag;input;mod-tag;mod-name;mod-mult
}
else {
kbA = "n.a.;"; // defaults tag;input
}
moA = kbA; xbA = kbA;
jsA = new string[] { kbA, kbA, kbA, kbA };
}
foreach ( ActionCommandCls acc in ac.InputList ) {
// this is for add binds
if ( ShowAction( ac.ActionDevice, acc.Input ) ) {
if ( !string.IsNullOrEmpty( acc.Input ) ) {
// set modified - note: don't add trailing semicolons as the are applied in the output formatting
string aTag = "modified"; //default or modified
string aMode = string.Format( "modified;{0};{1}", acc.ActivationMode.Name, acc.ActivationMode.MultiTap );
// change if they are default mappings
if ( acc.DevInput == ac.DefBinding ) aTag = "default";
if ( acc.ActivationMode == ActivationMode.Default ) aMode = string.Format( "default;{0};{1}", ac.DefActivationMode.Name, ac.DefActivationMode.MultiTap );
if ( listModifiers ) {
switch ( Act.ADeviceFromDevID( acc.DevID ) ) {
case Act.ActionDevice.AD_Keyboard: kbA = string.Format( "{0};{1};{2}", aTag, acc.Input, aMode ); break;
case Act.ActionDevice.AD_Mouse: moA = string.Format( "{0};{1};{2}", aTag, acc.Input, aMode ); break;
case Act.ActionDevice.AD_Joystick:
int jsNum = JoystickCls.JSNum( acc.DevInput ) - 1;
if ( jsNum >= 0 ) jsA[jsNum] = string.Format( "{0};{1};{2}", aTag, acc.Input, aMode ); break;
case Act.ActionDevice.AD_Gamepad: xbA = string.Format( "{0};{1};{2}", aTag, acc.Input, aMode ); break;
default: break;
}//switch
}
else {
switch ( Act.ADeviceFromDevID( acc.DevID ) ) {
case Act.ActionDevice.AD_Keyboard: kbA = string.Format( "{0};{1}", aTag, acc.Input ); break;
case Act.ActionDevice.AD_Mouse: moA = string.Format( "{0};{1}", aTag, acc.Input ); break;
case Act.ActionDevice.AD_Joystick:
int jsNum = JoystickCls.JSNum( acc.DevInput ) - 1;
if ( jsNum >= 0 ) jsA[jsNum] = string.Format( "{0};{1}", aTag, acc.Input ); break;
case Act.ActionDevice.AD_Gamepad: xbA = string.Format( "{0};{1}", aTag, acc.Input ); break;
default: break;
}//switch
}
}
}// show
}// for aCmd
}// for action
}
// add the last one
// compose one action
rep += string.Format( "{0};{1};{2};{3};{4};{5};{6}\n", kbA, moA, xbA, jsA[0], jsA[1], jsA[2], jsA[3] ); // should be one line now
repList += string.Format( "{0}", rep ); // add to list
return repList;
}
}
}