mirror of
https://github.com/SCToolsfactory/SCJMapper-V2.git
synced 2024-11-14 18:12:45 +00:00
9696eb1752
- update for SC 3.0.0 Alpha public - fix - finding SC game folder - may work automatically for 3.0 Alpha else define it in Settings - add - get the defaultProfile.xml from LIVE\data.p4k file if possible (real game assets) - improvement - caching def profile once it is read from disk - removed - old SC path and folder locators (SCJM does not longer work with pre 3.0 game) - removed - reference to Iconic.Zip DLL (replaced with Zstd) - update - defaultProfile.xml as last resort from PTU 3.0-695052 (Dec 18, build) - move and re-group devices etc.
136 lines
3.6 KiB
C#
136 lines
3.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Windows.Forms;
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namespace SCJMapper_V2.Actions
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{
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/// <summary>
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/// Our INPUT TreeNode - inherits a regular one and adds some functionality
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///
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/// contains the input command i.e. - js2_button3 OR ! js1_x (MODs applies at the very beginning of the string)
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/// </summary>
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class ActionTreeInputNode : ActionTreeNode
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{
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#region Static items
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// Handle all text label composition and extraction here
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/// <summary>
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/// Returns a the cmd with standard modifier if modified == true
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/// </summary>
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/// <param name="cmd">Any string</param>
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/// <param name="modified">Bool true if a modifier shall be added</param>
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/// <returns>The string with added Modifier if requested</returns>
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public static string ComposeNodeText( string cmd, bool modified = false )
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{
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if ( string.IsNullOrEmpty( cmd ) ) {
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return "";
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}
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else {
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if ( modified )
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return string.Format( "{0} {1}", cmd, ActionTreeNode.ModDiv ); // js1_button1 #
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else
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return string.Format( "{0}", cmd ); // js1_button1
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}
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}
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/// <summary>
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/// Returns the cmd part of a string like "cmd - anything #"
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/// </summary>
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/// <param name="nodeText">A nodetext string like "cmd - anything #"</param>
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/// <param name="cmd">contains the cmd part if delimiters are present - else returns the input</param>
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public static void DecompNodeText( string nodeText, out string cmd )
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{
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string[] e = nodeText.Split( new char[] { RegDiv, ModDiv }, StringSplitOptions.RemoveEmptyEntries );
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if ( e.Length > 0 )
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cmd = e[0].TrimEnd( );
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else
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cmd = nodeText;
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}
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/// <summary>
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/// Returns the command part from a node text
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/// i.e. "v_pitch - js1_x" returns v_pitch
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/// </summary>
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/// <param name="nodeText">The node text in 'action - command' notation</param>
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/// <returns>the command part or an empty string</returns>
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public new static string CommandFromNodeText( string nodeText )
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{
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string cmd;
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ActionTreeInputNode.DecompNodeText( nodeText, out cmd );
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return cmd;
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}
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#endregion
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// Object defs
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// ctor
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public ActionTreeInputNode( )
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: base( )
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{
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}
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// ctor
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public ActionTreeInputNode( ActionTreeInputNode srcNode )
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: base( srcNode )
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{
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if ( srcNode == null ) return;
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/*
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this.Name = srcNode.Name;
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this.Text = srcNode.Text;
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this.BackColor = srcNode.BackColor;
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this.ForeColor = srcNode.ForeColor;
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this.NodeFont = srcNode.NodeFont;
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this.ImageKey = srcNode.ImageKey;
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this.Tag = srcNode.Tag;
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this.m_command = srcNode.m_command;
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*/
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}
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// ctor
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public ActionTreeInputNode( string text )
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: base ( text )
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{
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//this.Text = text;
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}
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// ctor
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public ActionTreeInputNode( string text, ActionTreeInputNode[] children )
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: base( text, children )
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{
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}
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//private string m_command ="";
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public new string Text
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{
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get { return base.Text; }
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set
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{
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ActionTreeInputNode.DecompNodeText( value, out m_command );
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base.Text = ActionTreeInputNode.ComposeNodeText( "$" + m_command, m_modified ); // tag for the node processing
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}
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}
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public new string Command
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{
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get { return m_command; }
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set
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{
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m_command = value;
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Text = ActionTreeInputNode.ComposeNodeText( m_command, m_modified ); // compose - later it will be decomposed again
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}
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}
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}
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}
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