/// <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 }
// ctor public ActionCommandCls(ActionCommandCls other) { Input = other.Input; DevID = other.DevID; ActivationMode = new ActivationMode(other.ActivationMode); NodeIndex = other.NodeIndex; }
/// <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); }
/// <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); }
public ActionCommandCls AddCommand(String input, int index) { ActionCommandCls acc = new ActionCommandCls( ); acc.input = input; acc.nodeIndex = index; inputList.Add(acc); return(acc); }
public ActionCommandCls AddCommand(String input) { ActionCommandCls acc = new ActionCommandCls( ); acc.input = input; acc.nodeIndex = inputList.Count - 1; // starts from -1 ... inputList.Add(acc); return(acc); }
} // index of the vis treenode /// <summary> /// Clone this object /// </summary> /// <returns>A deep Clone of this object</returns> public object Clone( ) { ActionCommandCls ac = (ActionCommandCls)this.MemberwiseClone(); // more objects to deep copy ac.ActivationMode = ( ActivationMode )this.ActivationMode.Clone( ); return(ac); }
/// <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> /// 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 ActionCommandCls ReassignJsN( JsReassingList newJsList ) { ActionCommandCls newAc = new ActionCommandCls( ); // full copy from 'this' newAc.input = this.input; // reassign the jsX part for Joystick commands (silly but rather fast comparison) if ( this.input.Contains( "js1_" ) || this.input.Contains( "js2_" ) || this.input.Contains( "js3_" ) || this.input.Contains( "js4_" ) ) { int oldJsN = JoystickCls.JSNum( this.input ); if ( JoystickCls.IsJSValid( oldJsN ) ) { if ( newJsList.ContainsOldJs( oldJsN ) ) newAc.input = JoystickCls.ReassignJSTag( this.input, newJsList.newJsFromOldJs(oldJsN) ); } } return newAc; }
/// <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 ActionCommandCls ReassignJsN(JsReassingList newJsList) { ActionCommandCls newAc = (ActionCommandCls)this.Clone(); // reassign the jsX part for Joystick commands if (this.DevID.StartsWith("js")) { int oldJsN = JoystickCls.JSNum(this.DevID); if (JoystickCls.IsJSValid(oldJsN)) { if (newJsList.ContainsOldJs(oldJsN)) { newAc.DevID = JoystickCls.ReassignJSTag(this.DevID, newJsList.newJsFromOldJs(oldJsN)); } } } return(newAc); }
/// <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 ActionCommandCls ReassignJsN(JsReassingList newJsList) { ActionCommandCls newAc = new ActionCommandCls( ); // full copy from 'this' newAc.input = this.input; // reassign the jsX part for Joystick commands (silly but rather fast comparison) if (this.input.Contains("js1_") || this.input.Contains("js2_") || this.input.Contains("js3_") || this.input.Contains("js4_")) { int oldJsN = JoystickCls.JSNum(this.input); if (JoystickCls.IsJSValid(oldJsN)) { if (newJsList.ContainsOldJs(oldJsN)) { newAc.input = JoystickCls.ReassignJSTag(this.input, newJsList.newJsFromOldJs(oldJsN)); } } } return(newAc); }
/// <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="input">The input command</param> /// <param name="node">The TreeNode to update</param> /// <param name="actionCmd">The actionCommand that carries the update</param> /// <param name="inKind">The input device</param> private void UpdateInputNodeFromAction( ActionTreeInputNode node, ActionCommandCls actionCmd, ActionCls.ActionDevice inKind ) { log.Debug( "UpdateInputNodeFromAction - Entry" ); if ( actionCmd == null ) return; if ( node.Level != 2 ) return; // applies only to ActionTreeInputNode // input is either "" or a valid mapping or a blended mapping if ( String.IsNullOrEmpty( actionCmd.input ) ) { // new unmapped node.Command = ""; node.BackColor = MyColors.UnassignedColor; } // blended mapped ones - can only get a Blend Background else if ( ( inKind == ActionCls.ActionDevice.AD_Joystick ) && ( actionCmd.input == JoystickCls.BlendedInput ) ) { node.Command = actionCmd.input; node.BackColor = MyColors.BlendedColor; } else if ( ( inKind == ActionCls.ActionDevice.AD_Gamepad ) && ( actionCmd.input == GamepadCls.BlendedInput ) ) { node.Command = actionCmd.input; node.BackColor = MyColors.BlendedColor; } else if ( actionCmd.input == DeviceCls.BlendedInput ) { // Manually Blended input node.Command = actionCmd.input; node.BackColor = MyColors.BlendedColor; } else { // mapped ( regular ones ) node.Command = actionCmd.input; // background is along the input if ( inKind == ActionCls.ActionDevice.AD_Joystick ) { int jNum = JoystickCls.JSNum( actionCmd.input ); node.BackColor = JoystickCls.JsNColor( jNum ); } else if ( inKind == ActionCls.ActionDevice.AD_Gamepad ) { node.BackColor = GamepadCls.XiColor( ); } else if ( inKind == ActionCls.ActionDevice.AD_Keyboard ) { node.BackColor = KeyboardCls.KbdColor( ); } else { // ?? what else node.BackColor = MyColors.UnassignedColor; } } UpdateMasterNode( node ); }
/// <summary> /// Updates an actionCommand with a new input (command) /// </summary> /// <param name="input">The input command</param> /// <param name="action">The action to containing the command</param> /// <param name="actionCmd">The actionCommand to update</param> private void UpdateActionCommandFromInput( String input, ActionCommandCls actionCmd, ActionCls.ActionDevice inKind ) { //log.Debug( "UpdateActionCommandFromInput - Entry" ); if ( actionCmd == null ) return; // Apply the input to the ActionTree if ( String.IsNullOrEmpty( input ) ) { // unmapped - handle the blended ones from setting if ( ( inKind == ActionCls.ActionDevice.AD_Joystick ) && BlendUnmappedJS ) actionCmd.input = JoystickCls.BlendedInput; else if ( ( inKind == ActionCls.ActionDevice.AD_Gamepad ) && BlendUnmappedGP ) actionCmd.input = GamepadCls.BlendedInput; else actionCmd.input = ""; } else { // mapped ones actionCmd.input = input; } Dirty = true; }
/// <summary> /// Load Mappings into the ActionList and create the Master TreeView /// </summary> /// <param name="defaultProfileName">The name of the profile to load (w/o extension)</param> /// <param name="applyDefaults">True if default mappings should be carried on</param> public void LoadProfileTree( String defaultProfileName, Boolean applyDefaults ) { log.Debug( "LoadProfileTree - Entry" ); ActionTreeNode tn = null; ActionTreeNode[] cnl = { }; ActionTreeNode cn = null; ActionTreeNode topNode = null; ActionMapCls acm = null; ActionCls ac = null; ActionCommandCls acc = null; ActionMaps = new ActionMapsCls( m_jsList ); m_MasterTree.Nodes.Clear( ); // read the action items into the TreeView DProfileReader dpReader = new DProfileReader( ); // we may read a profile TextReader txReader = null; dpReader.fromXML( SCDefaultProfile.DefaultProfile( defaultProfileName + ".xml" ) ); if ( dpReader.ValidContent ) { txReader = new StringReader( dpReader.CSVMap ); } // we assume no addbind items in the profile // so all actions are shown in the ActionTreeNode and no ActionTreeNode childs must be created here // however we create the ActionCommand for each entry that is supported - even if it is not mapped (input= "") using ( TextReader sr = txReader ) { String buf = sr.ReadLine( ); while ( !String.IsNullOrEmpty( buf ) ) { String[] elem = buf.Split( new char[] { ';', ',' } ); if ( elem.Length > 1 ) { if ( !IgnoreMaps.Contains( "," + elem[0] + "," ) ) { // must have 2 elements min Array.Resize( ref cnl, 0 ); acm = new ActionMapCls( ); acm.name = elem[0]; // get actionmap name // process items for ( int ei=1; ei < elem.Length; ei += 2 ) { // step 2 - action;defaultBinding come in pairs if ( !String.IsNullOrEmpty( elem[ei] ) ) { // default assignments String action = elem[ei].Substring( 1 ); String defBinding = elem[ei + 1].Substring( 0 ); String devID = elem[ei].Substring( 0, 1 ); String device = ActionCls.DeviceFromID( devID ); // visual item for the action cn = new ActionTreeNode( "UNDEF" ); cn.Name = elem[ei]; cn.Action = action; cn.BackColor = Color.White; // name with the key it to find it.. cn.ImageKey = devID; cn.BackColor = Color.White; // some stuff does not work properly... Array.Resize( ref cnl, cnl.Length + 1 ); cnl[cnl.Length - 1] = cn; // derive content tree ac = new ActionCls( ); ac.key = cn.Name; ac.name = action; ac.device = device; ac.actionDevice = ActionCls.ADevice( device ); ac.defBinding = defBinding; acm.Add( ac ); // add to our map cn.ActionDevice = ac.actionDevice; // should be known now // create just an unmapped ActionCommand item acc = new ActionCommandCls( ); acc.input = ""; acc.nodeIndex = -1; // profile items are shown in the ActionTreeNode (not in a child) ac.inputList.Add( acc );// add to our Action // modify defaults and blendings if ( applyDefaults ) { // apply the default mappings if ( ac.actionDevice == ActionCls.ActionDevice.AD_Joystick ) { int jNum = JoystickCls.JSNum( ac.defBinding ); if ( JoystickCls.IsJSValid( jNum ) ) { acc.input = ac.defBinding; cn.Command = ac.defBinding; cn.BackColor = JoystickCls.JsNColor( jNum ); } else if ( BlendUnmappedJS ) { // jsx_reserved gets here acc.input = JoystickCls.BlendedInput; cn.Command = JoystickCls.BlendedInput; cn.BackColor = MyColors.BlendedColor; } } else if ( ac.actionDevice == ActionCls.ActionDevice.AD_Gamepad ) { if ( GamepadCls.IsXiValid( ac.defBinding ) ) { acc.input = ac.defBinding; cn.Command = ac.defBinding; cn.BackColor = GamepadCls.XiColor( ); } else if ( BlendUnmappedGP ) { // xi_reserved gets here acc.input = GamepadCls.BlendedInput; cn.Command = GamepadCls.BlendedInput; cn.BackColor = MyColors.BlendedColor; } } else if ( ac.actionDevice == ActionCls.ActionDevice.AD_Keyboard ) { if ( !String.IsNullOrEmpty( ac.defBinding ) ) { acc.input = ac.defBinding; cn.Command = ac.defBinding; cn.BackColor = KeyboardCls.KbdColor( ); } } } // Don't apply defaults - but blend if checked else { if ( ( ac.actionDevice == ActionCls.ActionDevice.AD_Joystick ) && BlendUnmappedJS ) { cn.Command = JoystickCls.BlendedInput; cn.BackColor = MyColors.BlendedColor; acc.input = JoystickCls.BlendedInput; } else if ( ( ac.actionDevice == ActionCls.ActionDevice.AD_Gamepad ) && BlendUnmappedGP ) { cn.Command = GamepadCls.BlendedInput; cn.BackColor = MyColors.BlendedColor; acc.input = GamepadCls.BlendedInput; } } } }//for tn = new ActionTreeNode( acm.name, cnl ); tn.Name = acm.name; // name it to find it.. tn.ImageIndex = 0; tn.NodeFont = new Font( m_MasterTree.Font, FontStyle.Bold ); m_MasterTree.BackColor = Color.White; // fix for defect TreeView (cut off bold text) m_MasterTree.Nodes.Add( tn ); // add to control if ( topNode == null ) topNode = tn; // once to keep the start of list ActionMaps.Add( acm ); // add to our map }//not ignored }// if valid line buf = sr.ReadLine( ); }//while } // fix for defect TreeView (cut off bold text at last element -despite the BackColor fix) add another and delete it tn = new ActionTreeNode( "DUMMY" ); tn.Name = "DUMMY"; tn.ImageIndex = 0; tn.NodeFont = new Font( m_MasterTree.Font, FontStyle.Bold ); m_MasterTree.BackColor = m_MasterTree.BackColor; // fix for defect TreeView (cut off bold text) m_MasterTree.Nodes.Add( tn ); // add to control m_MasterTree.Nodes.RemoveByKey( "DUMMY" ); // fix for defect TreeView (cut off bold text) txReader = null; Dirty = false; // finally apply the filter and make it visible FilterTree( ); }
public ActionCommandCls AddCommand( String input, int index ) { ActionCommandCls acc = new ActionCommandCls( ); acc.input = input; acc.nodeIndex = index; inputList.Add( acc ); return acc; }
public ActionCommandCls AddCommand( String input ) { ActionCommandCls acc = new ActionCommandCls( ); acc.input = input; acc.nodeIndex = inputList.Count - 1; // starts from -1 ... inputList.Add( acc ); return acc; }