mirror of
https://github.com/SCToolsfactory/SCJMapper-V2.git
synced 2024-11-10 13:10:25 +00:00
290 lines
10 KiB
C#
290 lines
10 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Xml;
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using System.IO;
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namespace SCJMapper_V2
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{
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/// <summary>
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/// should read the default profile - may be replacing the MappingVars once
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/// </summary>
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class DProfileReader
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{
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public Boolean ValidContent { get; set; }
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private Stack<String> m_nodeNameStack = null; // element name stack - keeping track where we are
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// state for the parser
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enum EState
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{
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idle = 0,
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inActionMap,
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}
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private EState m_state = EState.idle;
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// an action map and its actions
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class Action
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{
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public String name { get; set; } // the action name
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public String input { get; set; } // the input method K,J,X,P
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public String defBinding { get; set; } // the default binding - may be useful
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public String keyName
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{ get { return input + name; } } // prep for TreView usage - create a key from input+name
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}
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class ActionMap : List<Action> // carries the action list
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{
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public String name { get; set; } // the map name
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};
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Dictionary<String, ActionMap> m_aMap = null; // key would be the actionmap name
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ActionMap m_currentMap = null;
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// actionmap names to gather (do we need them to be cofigurable ??)
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private String[] c_exMaps = { "spaceship_general", "spaceship_view", "spaceship_movement", "spaceship_targeting", "spaceship_weapons", "spaceship_missiles",
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"spaceship_defensive", "spaceship_auto_weapons", "spaceship_radar" , "spaceship_hud" , "IFCS_controls" , "" , "" , "" };
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public DProfileReader( )
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{
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ValidContent = false; // default
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}
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/// <summary>
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/// Returns the collected actionmaps as CSV (same format as MappingVars)
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/// i.e. one line per actionmap where the first element is the actionmap and following are actions lead by the input Key in uppercase (JKXP)
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/// </summary>
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public String CSVMap
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{
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get
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{
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String buf = "";
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foreach ( ActionMap am in m_aMap.Values ) {
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buf += am.name + ";";
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foreach ( Action a in am ) {
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buf += a.keyName + ";";
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}
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buf += String.Format( "\n" );
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}
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return buf;
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}
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}
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/// <summary>
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/// Read one 'empty' XML element
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///
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/// <name [attr="" ..] />
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///
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/// </summary>
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/// <param name="xr">An XML reader @ StartElement</param>
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/// <returns>True if reading can continue</returns>
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private Boolean ReadEmptyElement( XmlReader xr )
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{
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Dictionary<String, String> attr = new Dictionary<string, string>( );
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String eName = xr.Name;
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switch ( xr.NodeType ) {
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case XmlNodeType.Element:
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//Console.Write( "<{0}", xr.Name );
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while ( xr.MoveToNextAttribute( ) ) {
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attr.Add( xr.Name, xr.Value ); // save the attributes
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//Console.Write( " {0}='{1}'", xr.Name, xr.Value );
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}
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if ( m_state == EState.inActionMap ) {
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// processing a valid action map - collect actions
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if ( eName.ToLower( ) == "action" ) {
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// this is an action.. - collect it
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// we collect actions for each input ie for K,J,X and P
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if ( attr.ContainsKey( "joystick" ) ) {
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Action ac = new Action( );
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ac.name = attr["name"];
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ac.input = "J";
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ac.defBinding = attr["joystick"];
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if ( !String.IsNullOrEmpty( ac.defBinding ) ) m_currentMap.Add( ac ); // finally add it to the current map if it was bound
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}
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if ( attr.ContainsKey( "keyboard" ) ) {
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Action ac = new Action( );
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ac.name = attr["name"];
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ac.input = "K";
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ac.defBinding = attr["keyboard"];
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if ( !String.IsNullOrEmpty( ac.defBinding ) ) m_currentMap.Add( ac ); // finally add it to the current map if it was bound
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}
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if ( attr.ContainsKey( "xboxpad" ) ) {
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Action ac = new Action( );
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ac.name = attr["name"];
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ac.input = "X";
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ac.defBinding = attr["xboxpad"];
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if ( !String.IsNullOrEmpty( ac.defBinding ) ) m_currentMap.Add( ac ); // finally add it to the current map if it was bound
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}
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if ( attr.ContainsKey( "ps3pad" ) ) {
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Action ac = new Action( );
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ac.name = attr["name"];
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ac.input = "P";
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ac.defBinding = attr["ps3pad"];
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if ( !String.IsNullOrEmpty( ac.defBinding ) ) m_currentMap.Add( ac ); // finally add it to the current map if it was bound
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}
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}
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}// if inmap
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//Console.Write( ">\n" );
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m_nodeNameStack.Pop( );
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break;
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case XmlNodeType.Text:
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//Console.Write( xr.Value );
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break;
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case XmlNodeType.EndElement:
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//Console.Write( "</{0}>\n", xr.Name );
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break;
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}
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return true;
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}
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/// <summary>
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/// Read one XML element
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///
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/// <name attr="">
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/// [ Xelement ]
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/// </name>
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///
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/// </summary>
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/// <param name="xr">An XML reader @ StartElement</param>
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/// <returns>True if reading can continue</returns>
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private Boolean ReadElement( XmlReader xr )
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{
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Dictionary<String, String> attr = new Dictionary<string, string>( );
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String eName = xr.Name;
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switch ( xr.NodeType ) {
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case XmlNodeType.Element:
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//Console.Write( "<{0}", xr.Name );
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while ( xr.MoveToNextAttribute( ) ) {
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attr.Add( xr.Name, xr.Value ); // save the attributes
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//Console.Write( " {0}='{1}'", xr.Name, xr.Value );
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}
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// now here we could have an actionmap start
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if ( m_state == EState.idle ) {
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if ( m_nodeNameStack.Peek( ).ToLower( ) == "actionmap" ) {
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// check for a valid one
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String mapName = attr["name"];
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String item = Array.Find( c_exMaps, delegate( String sstr ) {
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return sstr == mapName;
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} );
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if ( !String.IsNullOrEmpty( item ) ) {
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// finally.... it is a valid actionmap
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m_currentMap = new ActionMap( );
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m_currentMap.name = mapName;
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m_aMap.Add( mapName, m_currentMap ); // add to our inventory
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m_state = EState.inActionMap; // now we are in and processing the map
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}
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}
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}
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else if ( m_state == EState.inActionMap ) {
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// processing a valid action map - collect actions
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if ( eName.ToLower( ) == "action" ) {
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// this is an action.. - collect it
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// we collect actions for each input ie for K,J,X and P
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if ( attr.ContainsKey( "joystick" ) ) {
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Action ac = new Action( );
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ac.name = attr["name"];
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ac.input = "J";
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ac.defBinding = attr["joystick"];
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if ( !String.IsNullOrEmpty( ac.defBinding ) ) m_currentMap.Add( ac ); // finally add it to the current map if it was bound
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}
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if ( attr.ContainsKey( "keyboard" ) ) {
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Action ac = new Action( );
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ac.name = attr["name"];
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ac.input = "K";
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ac.defBinding = attr["keyboard"];
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if ( !String.IsNullOrEmpty( ac.defBinding ) ) m_currentMap.Add( ac ); // finally add it to the current map if it was bound
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}
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if ( attr.ContainsKey( "xboxpad" ) ) {
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Action ac = new Action( );
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ac.name = attr["name"];
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ac.input = "X";
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ac.defBinding = attr["xboxpad"];
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if ( !String.IsNullOrEmpty( ac.defBinding ) ) m_currentMap.Add( ac ); // finally add it to the current map if it was bound
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}
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if ( attr.ContainsKey( "ps3pad" ) ) {
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Action ac = new Action( );
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ac.name = attr["name"];
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ac.input = "P";
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ac.defBinding = attr["ps3pad"];
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if ( !String.IsNullOrEmpty( ac.defBinding ) ) m_currentMap.Add( ac ); // finally add it to the current map if it was bound
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}
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}
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}
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//Console.Write( ">\n" );
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break;
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case XmlNodeType.Text:
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//Console.Write( xr.Value );
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break;
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case XmlNodeType.EndElement:
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//Console.Write( "</{0}>\n", xr.Name );
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break;
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}
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return true;
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}
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/// <summary>
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/// Read the xml part
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/// </summary>
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/// <param name="xr"></param>
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/// <returns></returns>
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private Boolean ReadXML( XmlReader xr )
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{
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Boolean retVal = true;
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do {
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if ( xr.IsStartElement( ) ) {
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m_nodeNameStack.Push( xr.Name );
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if ( xr.IsEmptyElement )
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retVal = retVal && ReadEmptyElement( xr );
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else {
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retVal = retVal && ReadElement( xr );
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}
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}
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else if ( xr.NodeType == XmlNodeType.EndElement ) {
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//Console.Write( "</{0}>\n", xr.Name );
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String exitElement = m_nodeNameStack.Pop( );
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if ( m_state == EState.inActionMap )
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if ( exitElement.ToLower( ) == "actionmap" ) m_state = EState.idle; // finished
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}
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} while ( xr.Read( ) );
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if ( m_nodeNameStack.Count == 0 )
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return retVal && true;
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else
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return false;
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}
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/// <summary>
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/// Read the defaultProfile.xml - do some sanity check
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/// </summary>
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/// <param name="xml">the XML action defaultProfile Content</param>
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/// <returns>True if an action was decoded</returns>
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public Boolean fromXML( String xml )
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{
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XmlReaderSettings settings = new XmlReaderSettings( );
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settings.ConformanceLevel = ConformanceLevel.Fragment;
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settings.IgnoreWhitespace = true;
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settings.IgnoreComments = true;
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XmlReader reader = XmlReader.Create( new StringReader( xml ), settings );
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m_nodeNameStack = new Stack<String>( );
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m_aMap = new Dictionary<String, ActionMap>( );
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reader.Read( );
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ValidContent = ReadXML( reader );
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return ValidContent;
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}
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}
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}
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