SCJMapper-V2/actions/ActionTreeNode.cs
bm98 ac0ca1c208 V 2.23 - BETA Build 57
- update - Using .Net 4.5.2 Now (seems to handle some scaling issues WinForm apps)
- update - Try to find the SC path also as StarCitizen\Live (instead of Public) was mentioned for SC2.2.2 onwards ???
- fix - addbind UNDEF removed when assigned
- improvement - Issue a infobox if the Client folder cannot be found
               (please submit the complete folder structure of your installation as bug report ...)
- add - a table display for mappings
- some internal stuff (namespaces etc)
- update - doc SCJMapper_QGuide V2.23beta.pdf
2016-05-27 17:13:24 +02:00

266 lines
7.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace SCJMapper_V2
{
/// <summary>
/// Our TreeNode - inherits a regular one and adds some functionality
/// </summary>
class ActionTreeNode : TreeNode
{
#region Static items
public const char RegDiv = '-';
public const char ModDiv = '#';
// Handle all text label composition and extraction here
public static String ComposeNodeText( String action, String cmd, Boolean modified = false )
{
if ( String.IsNullOrEmpty( cmd ) ) {
return action; // v_eject
}
else if ( String.IsNullOrEmpty( action ) ) {
return cmd; // js1_button1
}
else {
if ( modified )
return string.Format( "{0} {2} {1} {3}", action, cmd, RegDiv, ModDiv ); // v_eject - js1_button1 #
else
return string.Format( "{0} {2} {1}", action, cmd, RegDiv ); // v_eject - js1_button1
}
}
public static void DecompNodeText( String nodeText, out String action, out String cmd )
{
action = ""; cmd = "";
String[] e = nodeText.Split( new char[] { RegDiv, ModDiv }, StringSplitOptions.RemoveEmptyEntries );
if ( e.Length > 1 ) {
action = e[0].TrimEnd( );
if ( e[1].Trim() == DeviceCls.BlendedInput ) {
cmd = e[1];
}
else {
cmd = e[1].Trim( );
}
}
else if ( e.Length > 0 ) {
action = e[0].TrimEnd( );
cmd = "";
// consider if the single item is not an action but a command (from ActionTreeInputNode)
// it is then starting with the tag $ (that must be removed)
if ( action.StartsWith( "$" ) ) {
cmd = action.Substring( 1 );
action = "";
}
}
}
/// <summary>
/// Returns the action part from a node text
/// i.e. v_pitch - js1_x returns v_pitch
/// </summary>
/// <param name="nodeText">The node text in 'action - command' notation</param>
/// <returns>the action part or an empty string</returns>
public static String ActionFromNodeText( String nodeText )
{
String action, cmd;
ActionTreeNode.DecompNodeText( nodeText, out action, out cmd );
return action;
}
/// <summary>
/// Returns the command part from a node text
/// i.e. v_pitch - js1_x returns js1_x
/// </summary>
/// <param name="nodeText">The node text in 'action - command' notation</param>
/// <returns>the command part or an empty string</returns>
public static String CommandFromNodeText( String nodeText )
{
String action, cmd;
ActionTreeNode.DecompNodeText( nodeText, out action, out cmd );
return cmd;
}
#endregion
// Object defs
// ctor
public ActionTreeNode( )
: base( )
{
}
// ctor
public ActionTreeNode( ActionTreeNode srcNode )
: base( )
{
if ( srcNode == null ) return;
// properties set once for a node
this.Name = srcNode.Name;
this.Text = srcNode.Text;
this.ForeColor = srcNode.ForeColor;
this.NodeFont = srcNode.NodeFont;
this.ImageKey = srcNode.ImageKey;
this.Tag = srcNode.Tag;
this.m_action = srcNode.m_action;
this.m_actionDevice = srcNode.m_actionDevice;
// these are changing while using it
this.Update( srcNode );
}
// ctor
public ActionTreeNode( string text )
{
this.Text = text;
}
// ctor
public ActionTreeNode( string text, ActionTreeNode[] children )
: base( text, children )
{
}
// our own properties
private String m_action = "";
protected String m_command ="";
protected bool m_modified = false; // any modifier applied? (ActivationMode)
private ActionCls.ActionDevice m_actionDevice = ActionCls.ActionDevice.AD_Unknown;
/// <summary>
/// Update this node from the other node
/// applies dynamic props only
/// </summary>
/// <param name="other">The node to update from</param>
public void Update( ActionTreeNode other )
{
this.BackColor = other.BackColor;
this.Command = other.Command;
this.Modified = other.Modified;
}
/// <summary>
/// Apply an update from the action to the treenode
/// First apply to the GUI tree where the selection happend then copy it over to master tree
/// </summary>
/// <param name="action">The action that carries the update</param>
public void UpdateAction( ActionCommandCls actionCmd )
{
//log.Debug( "UpdateNodeFromAction - Entry" );
if ( actionCmd == null ) return;
// input is either "" or a valid mapping or a blended mapping
if ( String.IsNullOrEmpty( actionCmd.Input ) ) {
// new unmapped
this.Command = ""; this.BackColor = MyColors.UnassignedColor;
if ( this.Level == 2 ) this.Action = "UNDEF"; // apply UNDEF - 20160525 fix addbind not showing UNDEF if assigned
}
// blended mapped ones - can only get a Blend Background
else if ( actionCmd.Input == DeviceCls.BlendedInput ) {
this.Command = actionCmd.DevInput; this.BackColor = MyColors.BlendedColor;
}
else {
// mapped ( regular ones )
this.Command = actionCmd.DevInput;
if ( this.Level == 2 ) this.Action = ""; // remove UNDEF - 20160525 fix addbind not showing UNDEF if assigned
// background is along the input
this.BackColor = ActionCls.DeviceColor( actionCmd.DevInput );
}
this.Modified = !actionCmd.DefaultActivationMode; // apply modifier visual
}
public new String Text
{
get { return base.Text; }
set
{
ActionTreeNode.DecompNodeText( value, out m_action, out m_command );
base.Text = ActionTreeNode.ComposeNodeText( m_action, m_command, m_modified );
}
}
public String Action
{
get { return m_action; }
set
{
m_action = value;
base.Text = ActionTreeNode.ComposeNodeText( m_action, m_command, m_modified );
}
}
public String Command
{
get { return m_command; }
set
{
m_command = value;
base.Text = ActionTreeNode.ComposeNodeText( m_action, m_command, m_modified );
}
}
public ActionCls.ActionDevice ActionDevice
{
get { return m_actionDevice; }
set
{
m_actionDevice = value;
}
}
public Boolean Modified
{
get { return m_modified; }
set
{
m_modified = value;
base.Text = ActionTreeNode.ComposeNodeText( m_action, m_command, m_modified );
}
}
public Boolean IsJoystickAction
{
get { return ( m_actionDevice == ActionCls.ActionDevice.AD_Joystick ); }
}
public Boolean IsGamepadAction
{
get { return ( m_actionDevice == ActionCls.ActionDevice.AD_Gamepad ); }
}
public Boolean IsKeyboardAction
{
get { return ( m_actionDevice == ActionCls.ActionDevice.AD_Keyboard ); }
}
public Boolean IsMouseAction // 20151220BM: add mouse device (from AC 2.0 defaultProfile usage)
{
get { return ( m_actionDevice == ActionCls.ActionDevice.AD_Mouse ); }
}
public Boolean IsMappedAction
{
get {
return !( string.IsNullOrEmpty( m_command ) || ActionCls.IsBlendedInput( m_command ) );
}
}
}
}