SCJMapper-V2/actions/ActionCls.cs
bm98 d49b0bf934 V 2.25 - BETA Build 59
- fix - an issue in parsing options from imported maps
- add - an option to show the actiontree as CSV list with more/less details (change in Settings)
- improvement - In table view add possibility to Blend All visible unmapped entries
2016-07-01 17:57:58 +02:00

544 lines
21 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using System.Xml;
using System.IO;
using SCJMapper_V2.SC;
using SCJMapper_V2.Keyboard;
using SCJMapper_V2.Mouse;
using SCJMapper_V2.Gamepad;
using SCJMapper_V2.Joystick;
namespace SCJMapper_V2
{
/// <summary>
/// Maintains an action - something like:
///
/// <action name="v_view_cycle_fwd">
/// <rebind device="joystick" input="js2_button2" />
/// </action>
///
///
/// AC1.0
/// <action name="v_roll">
/// <rebind device="joystick" input="js1_rotz" />
/// <addbind device="joystick" input="js2_x" />
/// </action>
///
/// AC1.1
/// <action name="v_roll">
/// <rebind device="joystick" input="rctrl+js1_rotz" />
/// </action>
///
/// AC2.0
/// <action name="v_roll">
/// <rebind input="js1_rotz" /> // jsN, moN, kbN (gamepad ?)
/// <addbind input="js1_rotz" /> // jsN, moN, kbN (gamepad ?) still possible together with rebind?
/// </action>
///
/// </summary>
public class ActionCls
{
private static readonly log4net.ILog log = log4net.LogManager.GetLogger( System.Reflection.MethodBase.GetCurrentMethod( ).DeclaringType );
/// <summary>
/// Device Enums
/// </summary>
public enum ActionDevice
{
AD_Unknown = -1,
AD_Joystick = 0,
AD_Gamepad,
AD_Keyboard,
AD_Mouse, // 20151220BM: add mouse device (from AC 2.0 defaultProfile usage)
}
#region Static Items
/// <summary>
/// Return the Device Enum from a DeviceClass string
/// </summary>
/// <param name="deviceClass">Device Class string</param>
/// <returns>Device Enum</returns>
static public ActionDevice ADevice( String deviceClass )
{
switch ( deviceClass.ToLower( ) ) {
case KeyboardCls.DeviceClass: return ActionDevice.AD_Keyboard;
case JoystickCls.DeviceClass: return ActionDevice.AD_Joystick;
case GamepadCls.DeviceClass: return ActionDevice.AD_Gamepad;
case MouseCls.DeviceClass: return ActionDevice.AD_Mouse; // 20151220BM: add mouse device (from AC 2.0 defaultProfile usage)
case "ps3pad": return ActionDevice.AD_Gamepad;
default: return ActionDevice.AD_Unknown;
}
}
// Static items to have this mapping in only one place
/// <summary>
/// Returns the Device Tag i.e. the single letter to mark a device in Actions
/// </summary>
/// <param name="device">The device name from the defaultProfile</param>
/// <returns>The single UCase device Tag letter</returns>
static public String DevTag( String device )
{
switch ( device.ToLower( ) ) {
case KeyboardCls.DeviceClass: return "K";
case JoystickCls.DeviceClass: return "J";
case GamepadCls.DeviceClass: return "X";
case MouseCls.DeviceClass: return "M"; // 20151220BM: add mouse device (from AC 2.0 defaultProfile usage)
case "ps3pad": return "P";
default: return "Z";
}
}
/// <summary>
/// Returns the Device name from the Device Tag
/// </summary>
/// <param name="device">The single UCase device Tag letter</param>
/// <returns>The device name from the defaultProfile</returns>
static public String DeviceClassFromTag( String devTag )
{
switch ( devTag ) {
case "K": return KeyboardCls.DeviceClass;
case "J": return JoystickCls.DeviceClass;
case "X": return GamepadCls.DeviceClass;
case "M": return MouseCls.DeviceClass; // 20151220BM: add mouse device (from AC 2.0 defaultProfile usage)
case "P": return "ps3pad";
default: return "unknown";
}
}
/// <summary>
/// Try to derive the device class from the devInput string (mo1_, kb1_, xi1_, jsN_)
/// </summary>
/// <param name="devInput">The input command string dev_input format</param>
/// <returns>A proper DeviceClass string</returns>
static public String DeviceClassFromInput( String devInput )
{
String deviceClass = DeviceCls.DeviceClass;
deviceClass = JoystickCls.DeviceClassFromInput( devInput );
if ( !DeviceCls.IsUndefined( deviceClass ) ) return deviceClass;
deviceClass = GamepadCls.DeviceClassFromInput( devInput );
if ( !DeviceCls.IsUndefined( deviceClass ) ) return deviceClass;
deviceClass = KeyboardCls.DeviceClassFromInput( devInput );
if ( !DeviceCls.IsUndefined( deviceClass ) ) return deviceClass;
deviceClass = MouseCls.DeviceClassFromInput( devInput );
if ( !DeviceCls.IsUndefined( deviceClass ) ) return deviceClass;
// others..
return deviceClass;
}
/// <summary>
/// Returns the ActionDevice from a deviceID (a trailing _ is added if not there)
/// </summary>
/// <param name="devID">DeviceID</param>
/// <returns>The ActionDevice</returns>
static public ActionDevice ADeviceFromDevID( string devID )
{
string val = devID;
if ( !devID.EndsWith( "_" ) ) val += "_";
return ADevice( DeviceClassFromInput( val ) );
}
/// <summary>
/// Returns the ActionDevice from the devInput string (mo1_, kb1_, xi1_, jsN_)
/// </summary>
/// <param name="devInput">The input command string dev_input format</param>
/// <returns>The ActionDevice</returns>
static public ActionDevice ADeviceFromInput( string devInput )
{
return ADevice( DeviceClassFromInput( devInput ) );
}
/// <summary>
/// Query the devices if the input is blended
/// </summary>
/// <param name="input">The input command</param>
/// <returns>True if blended input</returns>
static public Boolean IsBlendedInput( String input )
{
Boolean blendedInput = false;
blendedInput = DeviceCls.IsBlendedInput( input ); // generic
if ( blendedInput ) return blendedInput;
blendedInput = JoystickCls.IsBlendedInput( input );
if ( blendedInput ) return blendedInput;
blendedInput = GamepadCls.IsBlendedInput( input );
if ( blendedInput ) return blendedInput;
blendedInput = KeyboardCls.IsBlendedInput( input );
if ( blendedInput ) return blendedInput;
blendedInput = MouseCls.IsBlendedInput( input );
if ( blendedInput ) return blendedInput;
// others..
return blendedInput;
}
/// <summary>
/// Blend the input using the device specific format of the input is generic Blind
/// </summary>
/// <param name="input">An input (generic blend or a valid command)</param>
/// <param name="aDevice">A valid device</param>
/// <returns>A device blend or the original input if it was not a blend</returns>
static public String BlendInput( String input, ActionDevice aDevice )
{
if ( DeviceCls.IsBlendedInput( input ) ) {
// was generic blind
switch ( aDevice ) {
case ActionDevice.AD_Gamepad: return GamepadCls.BlendedInput;
case ActionDevice.AD_Joystick: return JoystickCls.BlendedInput;
case ActionDevice.AD_Keyboard: return KeyboardCls.BlendedInput;
case ActionDevice.AD_Mouse: return MouseCls.BlendedInput;
default: return "";
}
}
else {
return input; // just return
}
}
/// <summary>
/// Extends the input to a device input if not already done
/// </summary>
/// <param name="input">An input</param>
/// <param name="aDevice">The ActionDevice</param>
/// <returns>A valid devInput (dev_input) format</returns>
static public String DevInput( string input, ActionDevice aDevice )
{
switch ( aDevice ) {
case ActionDevice.AD_Gamepad: return GamepadCls.DevInput( input );
case ActionDevice.AD_Joystick: return JoystickCls.DevInput( input );
case ActionDevice.AD_Keyboard: return KeyboardCls.DevInput( input );
case ActionDevice.AD_Mouse: return MouseCls.DevInput( input );
default: return input;
}
}
/// <summary>
/// Return the color of a device
/// </summary>
/// <param name="devInput">The devinput (determine JS colors)</param>
/// <param name="aDevice">The ActionDevice</param>
/// <returns>The device color</returns>
static public System.Drawing.Color DeviceColor( string devInput )
{
// background is along the input
ActionDevice aDevice = ADeviceFromInput( devInput);
switch ( aDevice ) {
case ActionDevice.AD_Gamepad: return GamepadCls.XiColor( );
case ActionDevice.AD_Joystick: {
int jNum = JoystickCls.JSNum( devInput ); // need to know which JS
return JoystickCls.JsNColor( jNum );
}
case ActionDevice.AD_Keyboard: return KeyboardCls.KbdColor( );
case ActionDevice.AD_Mouse: return MouseCls.MouseColor( );
default: return MyColors.UnassignedColor;
}
}
#endregion
// **************** Class items **********************
public String key { get; set; } // the key is the "Daction" formatted item (as we can have the same name multiple times)
public String name { get; set; } // the plain action name e.g. v_yaw
public ActionDevice actionDevice { get; set; } // the enum of the device
public String device { get; set; } // name of the device (uses DeviceClass)
public String defBinding { get; set; } // the default binding
public ActivationMode defActivationMode { get; set; } // the default binding ActivationMode
public List<ActionCommandCls> inputList { get; set; } // regular bind is the 0-element, addbinds are added to the list
/// <summary>
/// ctor
/// </summary>
public ActionCls( )
{
key = "";
actionDevice = ActionDevice.AD_Unknown;
device = JoystickCls.DeviceClass;
name = "";
defBinding = "";
defActivationMode = ActivationMode.Default;
inputList = new List<ActionCommandCls>( ); // empty list
}
/// <summary>
/// Copy return the action while reassigning the JsN Tag
/// </summary>
/// <param name="newJsList">The JsN reassign list</param>
/// <returns>The action copy with reassigned input</returns>
public ActionCls ReassignJsN( JsReassingList newJsList )
{
ActionCls newAc = new ActionCls( );
// full copy from 'this'
newAc.key = this.key;
newAc.actionDevice = this.actionDevice;
newAc.device = this.device;
newAc.name = this.name;
newAc.defBinding = this.defBinding;
newAc.defActivationMode = this.defActivationMode;
// creates a copy of the list with reassigned jsN devs
foreach ( ActionCommandCls acc in inputList ) {
newAc.inputList.Add( acc.ReassignJsN( newJsList ) );
}
return newAc;
}
/// <summary>
/// Creates and adds the inputCommand list with given input string
/// AC2 style input is used i.e. with device tag in front
/// apply given ActivationMode - can be "~" to indicate DONT APPLY
/// </summary>
/// <param name="devInput"></param>
/// <returns>Returns the ActionCommand created</returns>
public ActionCommandCls AddCommand( String devInput, ActivationMode activationMode )
{
ActionCommandCls acc = new ActionCommandCls( devInput, inputList.Count - 1 ); // starts from -1 ...
acc.ActivationMode = new ActivationMode( activationMode );
inputList.Add( acc );
return acc;
}
/// <summary>
/// Add an ActionCommand with Input at nodeindex
/// apply default ActivationMode
/// </summary>
/// <param name="devInput"></param>
/// <param name="index"></param>
/// <returns></returns>
public ActionCommandCls AddCommand( String devInput, int index )
{
ActionCommandCls acc = new ActionCommandCls( devInput, index );
acc.ActivationMode = new ActivationMode( ActivationMode.Default );
inputList.Add( acc );
return acc;
}
public void DelCommand( int index )
{
int removeIt = -1;
for ( int i = 0; i < inputList.Count; i++ ) {
if ( inputList[i].NodeIndex == index ) removeIt = i;
if ( inputList[i].NodeIndex > index ) inputList[i].NodeIndex -= 1; // reorder trailing ones
}
if ( removeIt >= 0 ) inputList.RemoveAt( removeIt );
}
/// <summary>
/// Merge action is simply copying the new input control
/// </summary>
/// <param name="newAc"></param>
public void Merge( ActionCls newAc )
{
this.inputList.Clear( );
foreach ( ActionCommandCls acc in newAc.inputList ) {
this.inputList.Add( acc );
}
}
/// <summary>
/// Updates an actionCommand with a new input (command)
/// </summary>
/// <param name="devInput">The input command</param>
public void UpdateCommandFromInput( String devInput, int accIndex ) // ActionCommandCls actionCmd )
{
//log.Debug( "UpdateCommandFromInput - Entry" );
if ( accIndex < 0 ) return;
// Apply the input to the ActionTree
this.inputList[accIndex].DevInput = BlendInput( devInput, this.actionDevice );
if ( IsBlendedInput( this.inputList[accIndex].DevInput ) || string.IsNullOrEmpty(devInput) ) {
this.inputList[accIndex].ActivationMode = new ActivationMode( ActivationMode.Default ); // reset activation mode if the input is empty
}
}
/// <summary>
/// Find an ActionCommand with input in an Action
/// </summary>
/// <param name="input">The input</param>
/// <returns>An actionCommand or null if not found</returns>
public ActionCommandCls FindActionInputObject( String devInput )
{
log.Debug( "FindActionInputObject - Entry" );
// Apply the input to the ActionTree
ActionCommandCls acc = null;
acc = this.inputList.Find( delegate ( ActionCommandCls _ACC ) { return _ACC.DevInput == devInput; } );
if ( acc == null ) {
log.Error( "FindActionInputObject - Action Input not found in Action" );
return null; // ERROR - Action Input not found in tree
}
return acc;
}
/// <summary>
/// Find an ActionCommand with index in an Action
/// </summary>
/// <param name="input">The input</param>
/// <returns>An actionCommand or null if not found</returns>
public ActionCommandCls FindActionInputObject( int index )
{
log.Debug( "FindActionInputObject - Entry" );
// Apply the input to the ActionTree
ActionCommandCls acc = null;
acc = this.inputList.Find( delegate ( ActionCommandCls _ACC ) { return _ACC.NodeIndex == index; } );
if ( acc == null ) {
log.Error( "FindActionInputObject - Action Input not found in Action" );
return null; // ERROR - Action Input not found in tree
}
return acc;
}
/// <summary>
/// Dump the action as partial XML nicely formatted
/// </summary>
/// <returns>the action as XML fragment</returns>
public String toXML( )
{
String r = ""; String
bindCmd = "rebind";
if ( inputList.Count > 0 ) {
if ( !String.IsNullOrEmpty( inputList[0].Input ) ) {
r = String.Format( "\t<action name=\"{0}\">\n", name );
foreach ( ActionCommandCls acc in inputList ) {
if ( !String.IsNullOrEmpty( acc.Input ) ) {
// r += String.Format( "\t\t\t<{0} device=\"{1}\" {2}", bindCmd, device, acc.toXML( ) ); // OLD style
r += String.Format( "\t\t\t<{0} {1}", bindCmd, acc.toXML( ) ); // 20151220BM: format for AC2 style
bindCmd = "addbind"; // switch to addbind
}
}
r += String.Format( "\t\t</action>\n" );
}
}
return r;
}
/// <summary>
/// Read an action from XML - do some sanity check
/// </summary>
/// <param name="xml">the XML action fragment</param>
/// <returns>True if an action was decoded</returns>
public Boolean fromXML( String xml )
{
XmlReaderSettings settings = new XmlReaderSettings( );
settings.ConformanceLevel = ConformanceLevel.Fragment;
settings.IgnoreWhitespace = true;
settings.IgnoreComments = true;
XmlReader reader = XmlReader.Create( new StringReader( xml ), settings );
reader.Read( );
if ( reader.Name.ToLowerInvariant( ) == "action" ) {
if ( reader.HasAttributes ) {
name = reader["name"];
reader.ReadStartElement( "action" ); // Checks that the current content node is an element with the given Name and advances the reader to the next node
}
else {
return false;
}
}
do {
// support AC2 and AC1 i.e. without and with device attribute
if ( reader.Name.ToLowerInvariant( ) == "rebind" ) {
if ( reader.HasAttributes ) {
device = reader["device"];
String input = reader["input"];
if ( String.IsNullOrEmpty( input ) ) return false; // ERROR exit
input = DeviceCls.fromXML( input ); // move from external to internal blend
if ( String.IsNullOrEmpty( device ) ) {
// AC2 style - derive the device (Device.DeviceClass)
device = DeviceClassFromInput( input );
}
else {
// AC1 style - need to reformat mouse and keyboard according to AC2 style now
if ( KeyboardCls.IsDeviceClass( device ) ) input = KeyboardCls.FromAC1( input );
else if ( MouseCls.IsDeviceClass( device ) ) input = MouseCls.FromAC1( input );
else if ( GamepadCls.IsDeviceClass( device ) ) input = GamepadCls.FromAC1( input );
}
//first find an ActivationMode if there is - applies to all actions
// this can be an Activation Mode OR a multitap
// if there is an activationMode - copy the one from our List
// if no ActivationMode is given, create one with multitap 1 or may be 2...
string actModeName = reader["ActivationMode"];
ActivationMode actMode = null;
if ( ! string.IsNullOrEmpty( actModeName ) ) {
actMode = ActivationModes.Instance.ActivationModeByName( actModeName ); // should be a valid ActivationMode for this action
}
else {
actMode = new ActivationMode( ActivationMode.Default ); // no specific name given, use default
string multiTap = reader["multiTap"];
if ( !string.IsNullOrEmpty( multiTap ) ) {
actMode.MultiTap = int.Parse(multiTap); // modify with given multiTap
}
}
key = DevTag( device ) + name; // unique id of the action
actionDevice = ADevice( device ); // get the enum of the input device
AddCommand( input, actMode );
// advances the reader to the next node
reader.ReadStartElement( "rebind" );
}
}
else if ( reader.Name.ToLowerInvariant( ) == "addbind" ) {
if ( reader.HasAttributes ) {
device = reader["device"];
String input = reader["input"];
if ( String.IsNullOrEmpty( input ) ) return false; // ERROR exit
input = DeviceCls.fromXML( input ); // move from external to internal blend
if ( String.IsNullOrEmpty( device ) ) {
// AC2 style - derive the device (Device.DeviceClass)
device = DeviceClassFromInput( input );
}
else {
// AC1 style - need to reformat according to AC2 style now
if ( KeyboardCls.IsDeviceClass( device ) ) input = KeyboardCls.FromAC1( input );
else if ( MouseCls.IsDeviceClass( device ) ) input = MouseCls.FromAC1( input );
else if ( GamepadCls.IsDeviceClass( device ) ) input = GamepadCls.FromAC1( input );
}
//first find an ActivationMode if there is - applies to all actions
// this can be an Activation Mode OR a multitap
// if there is an activationMode - copy the one from our List
// if no ActivationMode is given, create one with multitap 1 or may be 2...
string actModeName = reader["ActivationMode"];
ActivationMode actMode = null;
if ( !string.IsNullOrEmpty( actModeName ) ) {
actMode = ActivationModes.Instance.ActivationModeByName( actModeName ); // should be a valid ActivationMode for this action
}
else {
actMode = new ActivationMode( ActivationMode.Default ); // no specific name given, use default
string multiTap = reader["multiTap"];
if ( !string.IsNullOrEmpty( multiTap ) ) {
actMode.MultiTap = int.Parse( multiTap ); // modify with given multiTap
}
}
AddCommand( input, actMode );
// advances the reader to the next node
reader.ReadStartElement( "addbind" );
}
}
else {
return false;
}
} while ( reader.Name == "addbind" );
return true;
}
}
}