SCJMapper-V2/Devices/Options/Deviceoptions.cs
bm98 d2d1aa1664 V 2.34 - BETA Build 68
- improvement - complete rework of XML defaultProfile/mapping parsing
2017-12-26 13:53:55 +01:00

326 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.Xml;
using System.IO;
using System.Xml.Linq;
using SCJMapper_V2.Devices.Joystick;
using SCJMapper_V2.Devices.Gamepad;
using System.Linq;
namespace SCJMapper_V2.Devices.Options
{
/// <summary>
/// Maintains an Deviceoptions - something like:
///
/// <deviceoptions name="Joystick - HOTAS Warthog">
/// <!-- Reduce the deadzone -->
/// <option input="x" deadzone="0.015" />
/// <option input="y" deadzone="0.015" />
/// <option input="y" saturation="0.85" />
/// </deviceoptions>
///
/// [device] : set to device name (name shown in Windows Game Controllers control panel), currently known names follow
/// Joystick - HOTAS Warthog
/// Saitek X52 Pro Flight Controller
///
/// </summary>
public class Deviceoptions : CloneableDictionary<string, DeviceOptionParameter>
{
private static readonly log4net.ILog log = log4net.LogManager.GetLogger( System.Reflection.MethodBase.GetCurrentMethod( ).DeclaringType );
#region Static parts
// DevOptions GUI Slider properties - have them in one place only
public const int DevOptSliderMax = 100;
public const int DevOptSliderTick = DevOptSliderMax / 10;
private const float DZ_scale = 500.0f; // Deadzone slider 00 .. 100 -> 0 .. 0.20 ( 0.002 scale)
private const float SAT_scale = 200.0f;
private const float SAT_offs = 1.0f - ( (float)DevOptSliderMax / SAT_scale ); // Saturation slider 00 .. 100 -> 0.5 .. 1.0 ( 0.005 scale)
public static float DeadzoneFromSlider( int sliderValue )
{
return ( sliderValue / DZ_scale );
}
public static int DeadzoneToSlider( float value )
{
return (int)Math.Floor( value * DZ_scale );
}
public static int DeadzoneToSlider( string value )
{
return (int)Math.Floor( float.Parse( value ) * DZ_scale );
}
public static float SaturationFromSlider( int sliderValue )
{
return ( sliderValue / SAT_scale + SAT_offs );
}
public static int SaturationToSlider( float value )
{
return (int)Math.Floor( ( value - SAT_offs ) * SAT_scale );
}
public static int SaturationToSlider( string value )
{
return (int)Math.Floor( ( float.Parse( value ) - SAT_offs ) * SAT_scale );
}
private static char ID_Delimiter = '⁞';
/// <summary>
/// Create a DeviceOption ID from dev Name and the command
/// </summary>
/// <param name="devName">The game device name as retrieved from XInput</param>
/// <param name="cmdCtrl">A device control that supports devOptions (all ananlog controls)</param>
/// <returns></returns>
public static string DevOptionID( string deviceClass, string devName, string cmdCtrl )
{
// cmdCtrl can be anything
// v_flight_throttle_abs - js1_throttlez
// v_strafe_longitudinal - js1_y
// v_strafe_longitudinal - js1_roty
// v_strafe_longitudinal - xi1_shoulderl+thumbly
// v_strafe_longitudinal - xi1_thumbly
string cmd = cmdCtrl.Trim( );
// messy...
if ( cmd.Contains( "throttle" ) ) cmd = cmd.Replace( "throttle", "" ); // this is not suitable for the devOption
if ( cmd.Contains( "_" ) ) {
int l = cmd.LastIndexOf( "_" );
cmd = cmd.Substring( l + 1 ); // assuming it is never the last one..
}
if ( cmd.Contains( "+" ) ) {
int l = cmd.LastIndexOf( "+" );
cmd = cmd.Substring( l + 1 ); // assuming it is never the last one..
}
// we have to trick the gamepad name here to CIG generic
return string.Format( "{0}{1}{2}", ( GamepadCls.IsDeviceClass( deviceClass ) ) ? GamepadCls.DevNameCIG : devName, ID_Delimiter, cmd );
}
#endregion
private List<string> m_stringOptions = new List<string>( ); // collected options from XML that are not parsed
/// <summary>
/// Clone this object
/// </summary>
/// <returns>A deep Clone of this object</returns>
public new object Clone()
{
var dop = new Deviceoptions( (CloneableDictionary<string, DeviceOptionParameter>)base.Clone( ) );
// more objects to deep copy
dop.m_stringOptions = new List<string>( m_stringOptions );
#if DEBUG
// check cloned item
System.Diagnostics.Debug.Assert( CheckClone( dop ) );
#endif
return dop;
}
#if DEBUG
/// <summary>
/// Check clone against This
/// </summary>
/// <param name="clone"></param>
/// <returns>True if the clone is identical but not a shallow copy</returns>
private bool CheckClone( Deviceoptions clone )
{
bool ret = true;
// object vars first
ret &= ( !object.ReferenceEquals( this.m_stringOptions, clone.m_stringOptions ) ); // shall not be the same object !!
// check THIS Dictionary
ret &= ( this.Count == clone.Count );
if ( ret ) {
for ( int i = 0; i < this.Count; i++ ) {
ret &= ( this.ElementAt( i ).Key == clone.ElementAt( i ).Key );
ret &= ( !object.ReferenceEquals( this.ElementAt( i ).Value, clone.ElementAt( i ).Value ) ); // shall not be the same object !!
ret &= ( this.ElementAt( i ).Value.CheckClone( clone.ElementAt( i ).Value ) ); // sub check
}
}
return ret;
}
#endif
private Deviceoptions( CloneableDictionary<string, DeviceOptionParameter> init )
{
foreach ( KeyValuePair<string, DeviceOptionParameter> kvp in init ) {
this.Add( kvp.Key, kvp.Value );
}
}
// ctor
public Deviceoptions()
{
// create all devOptions for all devices found (they may or may no be used)
foreach ( JoystickCls js in DeviceInst.JoystickListRef ) {
foreach ( string input in js.AnalogCommands ) {
string doid = DevOptionID( JoystickCls.DeviceClass, js.DevName, input );
if ( !this.ContainsKey( doid ) ) {
this.Add( doid, new DeviceOptionParameter( js, input, "", "" ) ); // init with disabled defaults
}
else {
log.WarnFormat( "cTor - Joystick DO_ID {0} exists (likely a duplicate device name e,g, vJoy ??)", doid );
}
}
}
// add gamepad if there is any
if ( DeviceInst.GamepadRef != null ) {
foreach ( string input in DeviceInst.GamepadRef.AnalogCommands ) {
string doid = DevOptionID( GamepadCls.DeviceClass, DeviceInst.GamepadRef.DevName, input );
if ( !this.ContainsKey( doid ) ) {
this.Add( doid, new DeviceOptionParameter( DeviceInst.GamepadRef, input, "", "" ) ); // init with disabled defaults
}
else {
log.WarnFormat( "cTor - Gamepad DO_ID {0} exists", doid );
}
}
}
}
new public int Count
{
get { return ( m_stringOptions.Count + base.Count ); }
}
/// <summary>
/// Reset all items that will be assigned dynamically while scanning the actions
/// - currently Action
/// </summary>
public void ResetDynamicItems()
{
foreach ( KeyValuePair<string, DeviceOptionParameter> kv in this ) {
kv.Value.Action = "";
}
}
/// <summary>
/// Rounds a string to 3 decimals (if it is a number..)
/// </summary>
/// <param name="valString">A value string</param>
/// <returns>A rounded value string - or the string if not a number</returns>
private string RoundString( string valString )
{
double d = 0;
if ( ( !string.IsNullOrEmpty( valString ) ) && double.TryParse( valString, out d ) ) {
return d.ToString( "0.000" );
}
else {
return valString;
}
}
private string[] FormatXml( string xml )
{
try {
XDocument doc = XDocument.Parse( xml );
return doc.ToString( ).Split( new string[] { string.Format( "\n" ) }, StringSplitOptions.RemoveEmptyEntries );
}
catch ( Exception ) {
return new string[] { xml };
}
}
/// <summary>
/// Dump the Deviceoptions as partial XML nicely formatted
/// </summary>
/// <returns>the action as XML fragment</returns>
public string toXML()
{
string r = "";
// and dump the contents of plain string options
foreach ( string x in m_stringOptions ) {
if ( !string.IsNullOrWhiteSpace( x ) ) {
foreach ( string line in FormatXml( x ) ) {
r += string.Format( "\t{0}", line );
}
}
r += string.Format( "\n" );
}
// dump Tuning
foreach ( KeyValuePair<string, DeviceOptionParameter> kv in this ) {
r += kv.Value.Deviceoptions_toXML( );
}
return r;
}
/// <summary>
/// Read an Deviceoptions 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 deviceOptions )
{
/*
* This can be a lot of the following options
* try to do our best....
*
* <deviceoptions name="Joystick - HOTAS Warthog">
<!-- Reduce the deadzone -->
<option input="x" deadzone="0.015" />
<option input="y" deadzone="0.015" />
</deviceoptions>
*
*/
string name = (string)deviceOptions.Attribute( "name" ); // mandadory
string devClass = ( name == GamepadCls.DevNameCIG ) ? GamepadCls.DeviceClass : JoystickCls.DeviceClass;// have to trick this one...
IEnumerable<XElement> options = from x in deviceOptions.Elements( )
where ( x.Name == "option" )
select x;
foreach ( XElement option in options ) {
string input = (string)option.Attribute( "input" ); // mandadory
string doID = DevOptionID( devClass, name, input );
string deadzone = RoundString( (string)option.Attribute( "deadzone" ));
if ( !string.IsNullOrEmpty(deadzone) ) {
if ( !this.ContainsKey( doID ) ) {
log.InfoFormat( "Cannot caputre Device Options for device <{0}> - unknown device!", name );
}
else {
// add deadzone value tp existing
this[doID].DeadzoneUsed = true;
this[doID].Deadzone = deadzone;
}
}
string saturation = RoundString( (string)option.Attribute( "saturation" ) );
if ( !string.IsNullOrEmpty( saturation ) ) {
if ( !this.ContainsKey( doID ) ) {
log.InfoFormat( "Cannot caputre Device Options for device <{0}> - unknown device!", name );
}
else {
// add saturation value tp existing
this[doID].SaturationUsed = true;
this[doID].Saturation = saturation;
}
}
}
return true;
}
}
}