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SCJMapper-V2/SC/DProfileReader.cs

459 lines
18 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using System.Xml;
using System.IO;
using SCJMapper_V2.Actions;
using System.Xml.Linq;
using System.Linq;
using SCJMapper_V2.Devices.Joystick;
using SCJMapper_V2.Devices.Keyboard;
using SCJMapper_V2.Devices.Mouse;
using SCJMapper_V2.Devices.Gamepad;
using SCJMapper_V2.Devices.Options;
namespace SCJMapper_V2.SC
{
/// <summary>
/// should read the default profile - may be replacing the MappingVars once
/// Reads the profile as is and creates a CSV Map (internal legacy format) for clients
/// default bindings are read as AC1 style items i.e. not containing the device
/// </summary>
class DProfileReader
{
private static readonly log4net.ILog log = log4net.LogManager.GetLogger( System.Reflection.MethodBase.GetCurrentMethod( ).DeclaringType );
public bool ValidContent { get; set; }
// an action map and its actions
class ProfileAction
{
public string Name { get; set; } // the action name
public string UILabel { get; set; } // the action name translated
public string DevID { get; set; } // the input method K,J,X,P
private string m_defBinding = ""; // NOTE: this is AC1 style in the Profile - need to conver later when dumping out
public string DefBinding { get { return m_defBinding; } set { m_defBinding = value; } } // DONT! need to clean this one, found spaces...
private ActivationMode m_defActivationMode = ActivationMode.Default;
public ActivationMode DefActivationMode { get { return m_defActivationMode; } set { m_defActivationMode = value; } }
public string KeyName
{ get { return DevID + Name; } } // prep for TreView usage - create a key from input+name
}
class ActionMap : List<ProfileAction> // carries the action list
{
public string Name { get; set; } // the map name
public string UILabel { get; set; } // the map label
static int ContainsLoop( List<ProfileAction> list, string value )
{
for ( int i = 0; i < list.Count; i++ ) {
if ( list[i].KeyName == value ) {
return i;
}
}
return -1;
}
public new int IndexOf( ProfileAction pact )
{
return ContainsLoop( this, pact.KeyName );
}
public new bool Contains( ProfileAction pact )
{
return ( ContainsLoop( this, pact.KeyName ) >= 0 );
}
public new void Add( ProfileAction pact )
{
// only get the latest ..
if ( this.Contains( pact ) )
this.RemoveAt( IndexOf( pact ) );
base.Add( pact );
}
};
Dictionary<string, ActionMap> m_aMap = null; // key would be the actionmap name
ActionMap m_currentMap = null;
// ****************** CLASS **********************
/// <summary>
/// cTor
/// </summary>
public DProfileReader()
{
ValidContent = false; // default
}
/// <summary>
/// Returns the collected actionmaps as CSV (same format as MappingVars)
/// i.e. one line per actionmap where the first element is the actionmap and following are actions;defaultBinding lead by the input Key in uppercase (JKXP)
///
/// actmap;actmaplabel;action;actionlabel;defBinding;defActMode;defActMultitap;
///
/// </summary>
public string CSVMap
{
get {
log.Debug( "DProfileReader.CSVMap - Entry" );
string buf = "";
foreach ( ActionMap am in m_aMap.Values ) {
buf += am.Name + ";"+ am.UILabel + ";";
foreach ( ProfileAction a in am ) {
buf += a.KeyName + ";" + a.UILabel + ";"
+ a.DefBinding + ";"
+ a.DefActivationMode.Name + ";" + a.DefActivationMode.MultiTap.ToString( ) + ";"; // add default binding + activation mode to the CSV
}
buf += string.Format( "\n" );
}
return buf;
}
}
// INPUT processing of the xml nodes
private void ActModeInput( ref ProfileAction pa, XElement xml )
{
string actModeName = (string)xml.Attribute( "ActivationMode" );
string multiTap = (string)xml.Attribute( "multiTap" );
if ( string.IsNullOrEmpty( actModeName ) ) {
actModeName = pa.DefActivationMode.Name; // from store
}
if ( string.IsNullOrEmpty( multiTap ) ) {
multiTap = ActivationModes.Instance.MultiTapFor( actModeName ).ToString( ); // given by the already collected items
}
pa.DefActivationMode = new ActivationMode( actModeName, int.Parse( multiTap ) ); // renew
}
private void JInput( ref ProfileAction pa, XElement xml, string input )
{
ActModeInput( ref pa, xml );
if ( !string.IsNullOrEmpty( input ) ) {
pa.DefBinding = input;
if ( pa.DefBinding == " " )
pa.DefBinding = JoystickCls.DisabledInput;
else if ( !string.IsNullOrEmpty( pa.DefBinding ) )
pa.DefBinding = "js1_" + pa.DefBinding; // extend with device for mapping use
}
}
private void KInput( ref ProfileAction pa, XElement xml, string input )
{
ActModeInput( ref pa, xml );
if ( !string.IsNullOrEmpty( input ) ) {
pa.DefBinding = input;
if ( pa.DefBinding == " " )
pa.DefBinding = KeyboardCls.DisabledInput;
else if ( !string.IsNullOrEmpty( pa.DefBinding ) )
pa.DefBinding = "kb1_" + pa.DefBinding; // extend with device for mapping use
}
}
private void MInput( ref ProfileAction pa, XElement xml, string input )
{
ActModeInput( ref pa, xml );
if ( !string.IsNullOrEmpty( input ) ) {
pa.DefBinding = input;
if ( pa.DefBinding == " " )
pa.DefBinding = MouseCls.DisabledInput;
else if ( !string.IsNullOrEmpty( pa.DefBinding ) )
pa.DefBinding = "mo1_" + pa.DefBinding; // extend with device for mapping use
}
}
private void XInput( ref ProfileAction pa, XElement xml, string input )
{
ActModeInput( ref pa, xml );
if ( !string.IsNullOrEmpty( input ) ) {
pa.DefBinding = input;
if ( pa.DefBinding == " " )
pa.DefBinding = GamepadCls.DisabledInput;
else if ( !string.IsNullOrEmpty( pa.DefBinding ) )
pa.DefBinding = "xi1_" + pa.DefBinding; // extend with device for mapping use
}
}
/// <summary>
/// Read all from an Action XElement
/// </summary>
/// <param name="action">The action XElement</param>
/// <returns>True if successfull</returns>
private bool ReadAction( XElement action )
{
/* A variety exists here...
<action name="v_eject_cinematic" onPress="0" onHold="1" onRelease="1" keyboard="ralt+l" xboxpad="shoulderl+shoulderr+y" joystick=" " />
<action name="v_exit" onPress="1" onHold="0" onRelease="1" multiTap="1" multiTapBlock="1" pressTriggerThreshold="1.0" releaseTriggerThreshold="-1" releaseTriggerDelay="0" keyboard="f" xboxpad="y" UILabel="@ui_CIExit" UIDescription="@ui_CIExitDesc" >
<joystick ActivationMode="press" input=" " />
</action>
<action name="v_throttle_100" onPress="1" xboxpad=" " joystick=" " UILabel="@ui_CIThrottleMax" UIDescription="@ui_CIThrottleMaxDesc" >
<xboxpad multiTap="2" input="thumbl_up" />
<keyboard multiTap="2" input=" " />
</action>
<action name="v_target_deselect_component" ActivationMode="delayed_press" pressTriggerThreshold="0.75" joystick="" >
<keyboard >
<inputdata input="lbracket" />
<inputdata input="rbracket" />
</keyboard>
</action>
*/
log.Debug( "DProfileReader.ReadAction - Entry" );
// a complete actionmap arrives here
bool retVal = true;
string name = (string)action.Attribute( "name" );
string uiLabel = (string)action.Attribute( "UILabel" );
if ( string.IsNullOrEmpty( uiLabel ) )
uiLabel = name; // subst if not found in Action node
SCUiText.Instance.Add( name, uiLabel ); // Register item for translation
// prep all kinds
var jAC = new ProfileAction( ) { Name = name, UILabel = uiLabel, DevID = Act.DevTag( JoystickCls.DeviceClass ) };
var kAC = new ProfileAction( ) { Name = name, UILabel = uiLabel, DevID = Act.DevTag( KeyboardCls.DeviceClass ) };
var mAC = new ProfileAction( ) { Name = name, UILabel = uiLabel, DevID = Act.DevTag( MouseCls.DeviceClass ) };
var xAC = new ProfileAction( ) { Name = name, UILabel = uiLabel, DevID = Act.DevTag( GamepadCls.DeviceClass ) };
// process element items
JInput( ref jAC, action, (string)action.Attribute( JoystickCls.DeviceClass ) );
KInput( ref kAC, action, (string)action.Attribute( KeyboardCls.DeviceClass ) );
MInput( ref mAC, action, (string)action.Attribute( MouseCls.DeviceClass ) );
XInput( ref xAC, action, (string)action.Attribute( GamepadCls.DeviceClass ) );
XInput( ref xAC, action, (string)action.Attribute( GamepadCls.DeviceClass_3_5 ) );// Handle either or Alpha 3.5+
// then nested ones - they may or may not exist from the initial scan
foreach ( XElement l1action in action.Elements( ) ) {
// comes with the name of the device class
switch ( l1action.Name.LocalName ) {
case JoystickCls.DeviceClass: {
JInput( ref jAC, l1action, (string)l1action.Attribute( "input" ) ); // may have attributed ones
foreach ( XElement l2action in l1action.Elements( ) ) {
if ( l2action.Name.LocalName == "inputdata" ) {
JInput( ref jAC, l2action, (string)l2action.Attribute( "input" ) ); // or in the inputdata nesting
}
}
}
break;
case KeyboardCls.DeviceClass: {
KInput( ref kAC, l1action, (string)l1action.Attribute( "input" ) ); // may have attributed ones
foreach ( XElement l2action in l1action.Elements( ) ) {
if ( l2action.Name.LocalName == "inputdata" ) {
KInput( ref kAC, l2action, (string)l2action.Attribute( "input" ) ); // or in the inputdata nesting
}
}
}
break;
case MouseCls.DeviceClass: {
MInput( ref mAC, l1action, (string)l1action.Attribute( "input" ) ); // may have attributed ones
foreach ( XElement l2action in l1action.Elements( ) ) {
if ( l2action.Name.LocalName == "inputdata" ) {
MInput( ref mAC, l2action, (string)l2action.Attribute( "input" ) ); // or in the inputdata nesting
}
}
}
break;
case GamepadCls.DeviceClass: {
XInput( ref xAC, l1action, (string)l1action.Attribute( "input" ) ); // may have attributed ones
foreach ( XElement l2action in l1action.Elements( ) ) {
if ( l2action.Name.LocalName == "inputdata" ) {
XInput( ref xAC, l2action, (string)l2action.Attribute( "input" ) ); // or in the inputdata nesting
}
}
}
break;
default: break;
}
}
if ( !string.IsNullOrEmpty( jAC.DefBinding ) ) m_currentMap.Add( jAC ); // finally add it to the current map if it was bound
if ( !string.IsNullOrEmpty( kAC.DefBinding ) ) m_currentMap.Add( kAC ); // finally add it to the current map if it was bound
if ( !string.IsNullOrEmpty( mAC.DefBinding ) ) m_currentMap.Add( mAC ); // finally add it to the current map if it was bound
if ( !string.IsNullOrEmpty( xAC.DefBinding ) ) m_currentMap.Add( xAC ); // finally add it to the current map if it was bound
return retVal;
}
/// <summary>
/// Read all from an Actionmap XElement
/// </summary>
/// <param name="actionmap">The Actionmap XElement</param>
/// <returns>True if successfull</returns>
private bool ReadActionmap( XElement actionmap )
{
log.Debug( "DProfileReader.ReadActionmap - Entry" );
// a complete actionmap arrives here
bool retVal = true;
// check for a valid one
string mapName = (string)actionmap.Attribute( "name" ); // mandatory
string uiLabel = (string)actionmap.Attribute( "UILabel" );
if ( string.IsNullOrEmpty( uiLabel ) )
uiLabel = mapName; // subst if not found in Action node
SCUiText.Instance.Add( mapName, uiLabel ); // Register item for translation
string item = Array.Find( ActionMapsCls.ActionMaps, delegate ( string sstr ) { return sstr == mapName; } );
if ( !string.IsNullOrEmpty( item ) ) {
// finally.... it is a valid actionmap
m_currentMap = new ActionMap { Name = mapName, UILabel = uiLabel };
if ( !m_aMap.ContainsKey( mapName ) ) { //20170325 - fix multiple map names - don't add the second, third etc. (CIG bug..)
m_aMap.Add( mapName, m_currentMap ); // add to our inventory
IEnumerable<XElement> actions = from x in actionmap.Elements( )
where ( x.Name == "action" )
select x;
foreach ( XElement action in actions ) {
// one action
retVal &= ReadAction( action );
}
}
else {
log.DebugFormat( "ReadActionmap: IGNORED duplicate map with name: {0}", mapName );
}
}
return retVal;
}
/// <summary>
/// Read all from ActivationMode XElement
/// </summary>
/// <param name="actmodes">The Activatiomodes XElement</param>
/// <returns>True if successfull</returns>
private bool ReadActivationModes( XElement actmodes )
{
/*
//<ActivationModes >
// <ActivationMode name="tap" onPress="0" onHold="0" onRelease="1" multiTap="1" multiTapBlock="1" pressTriggerThreshold="-1" releaseTriggerThreshold="0.25" releaseTriggerDelay="0" />
...
//</ActivationModes>
*/
log.Debug( "DProfileReader.ReadActivationModes - Entry" );
IEnumerable<XElement> activationmodes = from x in actmodes.Elements( )
where ( x.Name == "ActivationMode" )
select x;
foreach ( XElement activationmode in activationmodes ) {
string name = (string)activationmode.Attribute( "name" );
string mTap = (string)activationmode.Attribute( "multiTap" );
if ( !string.IsNullOrEmpty( name ) ) ActivationModes.Instance.Add( new ActivationMode( name, int.Parse( mTap ) ) );
}
return true;
}
/// <summary>
/// Read the defaultProfile.xml - do some sanity check
/// </summary>
/// <param name="xml">the XML action defaultProfile Content</param>
/// <returns>True if an action was decoded</returns>
public bool fromXML( string xml )
{
log.Debug( "DProfileReader.fromXML - Entry" );
// make sure we have them loaded ( refactoring to get a singleton or so...)
if ( ActionMapsCls.ActionMaps.Length == 0 ) ActionMapsCls.LoadSupportedActionMaps( ActionMapList( xml ) );
// read the content of the xml
XmlReaderSettings settings = new XmlReaderSettings {
ConformanceLevel = ConformanceLevel.Fragment,
IgnoreWhitespace = true,
IgnoreComments = true
};
using ( XmlReader reader = XmlReader.Create( new StringReader( xml ), settings ) ) {
m_aMap = new Dictionary<string, ActionMap>( );
// init the activation modes singleton
ActivationModes.Instance.Clear( );
ActivationModes.Instance.Add( ActivationMode.Default );
ValidContent = true; // init
reader.MoveToContent( );
if ( XNode.ReadFrom( reader ) is XElement el ) {
IEnumerable<XElement> activationModes = from x in el.Elements( )
where ( x.Name == "ActivationModes" )
select x;
foreach ( XElement activationMode in activationModes ) {
ValidContent &= ReadActivationModes( activationMode );
}
Modifiers.Instance.Clear( );
IEnumerable<XElement> modifiers = from x in el.Elements( )
where ( x.Name == "modifiers" )
select x;
foreach ( XElement modifier in modifiers ) {
ValidContent &= Modifiers.Instance.FromXML( modifier, true );
}
OptionTree.InitOptionReader( );
IEnumerable<XElement> optiontrees = from x in el.Elements( )
where ( x.Name == "optiontree" )
select x;
foreach ( XElement optiontree in optiontrees ) {
ValidContent &= OptionTree.fromProfileXML( optiontree );
}
IEnumerable<XElement> actionmaps = from x in el.Elements( )
where ( x.Name == "actionmap" )
select x;
foreach ( XElement actionmap in actionmaps ) {
ValidContent &= ReadActionmap( actionmap );
}
}
}
return ValidContent;
}
/// <summary>
/// Returns the acionmals contained in the profile xml string
/// </summary>
/// <param name="xml">A default profile XML string</param>
/// <returns>A filled SCActionMapList object</returns>
public SCActionMapList ActionMapList( string xml )
{
log.Debug( "DProfileReader.ActionMapList - Entry" );
SCActionMapList aml = new SCActionMapList( );
XmlReaderSettings settings = new XmlReaderSettings {
ConformanceLevel = ConformanceLevel.Fragment,
IgnoreWhitespace = true,
IgnoreComments = true
};
using ( XmlReader reader = XmlReader.Create( new StringReader( xml ), settings ) ) {
reader.MoveToContent( );
if ( XNode.ReadFrom( reader ) is XElement el ) {
IEnumerable<XElement> actionmaps = from x in el.Elements( )
where ( x.Name == "actionmap" )
select x;
foreach ( XElement actionmap in actionmaps ) {
aml.AddActionMap( (string)actionmap.Attribute( "name" ) );
}
}
}
return aml;
}
}
}