Serious-Engine/Sources/SeriousSam/GUI/Menus/MCustomizeAxis.cpp

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/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
2016-04-01 00:12:10 +02:00
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#include "StdH.h"
#include <Engine/CurrentVersion.h>
#include "MenuPrinting.h"
#include "MenuStuff.h"
#include "MCustomizeAxis.h"
void CCustomizeAxisMenu::Initialize_t(void)
{
// intialize axis menu
gm_mgTitle.mg_strText = TRANS("CUSTOMIZE AXIS");
gm_mgTitle.mg_boxOnScreen = BoxTitle();
gm_lhGadgets.AddTail(gm_mgTitle.mg_lnNode);
TRIGGER_MG(gm_mgActionTrigger, 0, gm_mgSmoothTrigger, gm_mgMountedTrigger, TRANS("ACTION"), astrNoYes);
gm_mgActionTrigger.mg_strTip = TRANS("choose action to customize");
TRIGGER_MG(gm_mgMountedTrigger, 2, gm_mgActionTrigger, gm_mgSensitivity, TRANS("MOUNTED TO"), astrNoYes);
gm_mgMountedTrigger.mg_strTip = TRANS("choose controller axis that will perform the action");
gm_mgActionTrigger.mg_astrTexts = new CTString[AXIS_ACTIONS_CT];
gm_mgActionTrigger.mg_ctTexts = AXIS_ACTIONS_CT;
gm_mgActionTrigger.mg_pPreTriggerChange = NULL;
gm_mgActionTrigger.mg_pOnTriggerChange = NULL;
// for all available axis type controlers
for (INDEX iControler = 0; iControler<AXIS_ACTIONS_CT; iControler++) {
gm_mgActionTrigger.mg_astrTexts[iControler] = TranslateConst(CTString(_pGame->gm_astrAxisNames[iControler]), 0);
}
gm_mgActionTrigger.mg_iSelected = 3;
INDEX ctAxis = _pInput->GetAvailableAxisCount();
gm_mgMountedTrigger.mg_astrTexts = new CTString[ctAxis];
gm_mgMountedTrigger.mg_ctTexts = ctAxis;
// for all axis actions that can be mounted
for (INDEX iAxis = 0; iAxis<ctAxis; iAxis++) {
gm_mgMountedTrigger.mg_astrTexts[iAxis] = _pInput->GetAxisTransName(iAxis);
}
gm_mgSensitivity.mg_boxOnScreen = BoxMediumRow(3);
gm_mgSensitivity.mg_strText = TRANS("SENSITIVITY");
gm_mgSensitivity.mg_pmgUp = &gm_mgMountedTrigger;
gm_mgSensitivity.mg_pmgDown = &gm_mgDeadzone;
gm_lhGadgets.AddTail(gm_mgSensitivity.mg_lnNode);
gm_mgSensitivity.mg_strTip = TRANS("set sensitivity for this axis");
gm_mgDeadzone.mg_boxOnScreen = BoxMediumRow(4);
gm_mgDeadzone.mg_strText = TRANS("DEAD ZONE");
gm_mgDeadzone.mg_pmgUp = &gm_mgSensitivity;
gm_mgDeadzone.mg_pmgDown = &gm_mgInvertTrigger;
gm_lhGadgets.AddTail(gm_mgDeadzone.mg_lnNode);
gm_mgDeadzone.mg_strTip = TRANS("set dead zone for this axis");
TRIGGER_MG(gm_mgInvertTrigger, 5, gm_mgDeadzone, gm_mgRelativeTrigger, TRANS("INVERTED"), astrNoYes);
gm_mgInvertTrigger.mg_strTip = TRANS("choose whether to invert this axis or not");
TRIGGER_MG(gm_mgRelativeTrigger, 6, gm_mgInvertTrigger, gm_mgSmoothTrigger, TRANS("RELATIVE"), astrNoYes);
gm_mgRelativeTrigger.mg_strTip = TRANS("select relative or absolute axis reading");
TRIGGER_MG(gm_mgSmoothTrigger, 7, gm_mgRelativeTrigger, gm_mgActionTrigger, TRANS("SMOOTH"), astrNoYes);
gm_mgSmoothTrigger.mg_strTip = TRANS("turn this on to filter readings on this axis");
}
CCustomizeAxisMenu::~CCustomizeAxisMenu(void)
{
delete[] gm_mgActionTrigger.mg_astrTexts;
delete[] gm_mgMountedTrigger.mg_astrTexts;
}
void CCustomizeAxisMenu::ObtainActionSettings(void)
{
ControlsMenuOn();
CControls &ctrls = _pGame->gm_ctrlControlsExtra;
INDEX iSelectedAction = gm_mgActionTrigger.mg_iSelected;
INDEX iMountedAxis = ctrls.ctrl_aaAxisActions[iSelectedAction].aa_iAxisAction;
gm_mgMountedTrigger.mg_iSelected = iMountedAxis;
gm_mgSensitivity.mg_iMinPos = 0;
gm_mgSensitivity.mg_iMaxPos = 50;
gm_mgSensitivity.mg_iCurPos = ctrls.ctrl_aaAxisActions[iSelectedAction].aa_fSensitivity / 2;
gm_mgSensitivity.ApplyCurrentPosition();
gm_mgDeadzone.mg_iMinPos = 0;
gm_mgDeadzone.mg_iMaxPos = 50;
gm_mgDeadzone.mg_iCurPos = ctrls.ctrl_aaAxisActions[iSelectedAction].aa_fDeadZone / 2;
gm_mgDeadzone.ApplyCurrentPosition();
gm_mgInvertTrigger.mg_iSelected = ctrls.ctrl_aaAxisActions[iSelectedAction].aa_bInvert ? 1 : 0;
gm_mgRelativeTrigger.mg_iSelected = ctrls.ctrl_aaAxisActions[iSelectedAction].aa_bRelativeControler ? 1 : 0;
gm_mgSmoothTrigger.mg_iSelected = ctrls.ctrl_aaAxisActions[iSelectedAction].aa_bSmooth ? 1 : 0;
gm_mgActionTrigger.ApplyCurrentSelection();
gm_mgMountedTrigger.ApplyCurrentSelection();
gm_mgInvertTrigger.ApplyCurrentSelection();
gm_mgRelativeTrigger.ApplyCurrentSelection();
gm_mgSmoothTrigger.ApplyCurrentSelection();
}
void CCustomizeAxisMenu::ApplyActionSettings(void)
{
CControls &ctrls = _pGame->gm_ctrlControlsExtra;
INDEX iSelectedAction = gm_mgActionTrigger.mg_iSelected;
INDEX iMountedAxis = gm_mgMountedTrigger.mg_iSelected;
FLOAT fSensitivity =
FLOAT(gm_mgSensitivity.mg_iCurPos - gm_mgSensitivity.mg_iMinPos) /
FLOAT(gm_mgSensitivity.mg_iMaxPos - gm_mgSensitivity.mg_iMinPos)*100.0f;
FLOAT fDeadZone =
FLOAT(gm_mgDeadzone.mg_iCurPos - gm_mgDeadzone.mg_iMinPos) /
FLOAT(gm_mgDeadzone.mg_iMaxPos - gm_mgDeadzone.mg_iMinPos)*100.0f;
BOOL bInvert = gm_mgInvertTrigger.mg_iSelected != 0;
BOOL bRelative = gm_mgRelativeTrigger.mg_iSelected != 0;
BOOL bSmooth = gm_mgSmoothTrigger.mg_iSelected != 0;
ctrls.ctrl_aaAxisActions[iSelectedAction].aa_iAxisAction = iMountedAxis;
if (INDEX(ctrls.ctrl_aaAxisActions[iSelectedAction].aa_fSensitivity) != INDEX(fSensitivity)) {
ctrls.ctrl_aaAxisActions[iSelectedAction].aa_fSensitivity = fSensitivity;
}
if (INDEX(ctrls.ctrl_aaAxisActions[iSelectedAction].aa_fDeadZone) != INDEX(fDeadZone)) {
ctrls.ctrl_aaAxisActions[iSelectedAction].aa_fDeadZone = fDeadZone;
}
ctrls.ctrl_aaAxisActions[iSelectedAction].aa_bInvert = bInvert;
ctrls.ctrl_aaAxisActions[iSelectedAction].aa_bRelativeControler = bRelative;
ctrls.ctrl_aaAxisActions[iSelectedAction].aa_bSmooth = bSmooth;
ctrls.CalculateInfluencesForAllAxis();
ControlsMenuOff();
}
void CCustomizeAxisMenu::StartMenu(void)
{
ObtainActionSettings();
CGameMenu::StartMenu();
}
void CCustomizeAxisMenu::EndMenu(void)
{
ApplyActionSettings();
CGameMenu::EndMenu();
}