/* 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 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. */ // DlgPlayerControls.cpp : implementation file // #include "stdafx.h" #ifdef _DEBUG #undef new #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif ///////////////////////////////////////////////////////////////////////////// // CDlgPlayerControls dialog CDlgPlayerControls::CDlgPlayerControls(CControls &ctrlControls, CWnd* pParent /*=NULL*/) : CDialog(CDlgPlayerControls::IDD, pParent), m_ctrlControls(_pGame->gm_ctrlControlsExtra) { // make copy of the controls, we will change them m_ctrlControls = ctrlControls; //{{AFX_DATA_INIT(CDlgPlayerControls) m_bInvertControler = FALSE; m_iRelativeAbsoluteType = -1; m_strPressNewButton = _T(""); //}}AFX_DATA_INIT } void CDlgPlayerControls::DoDataExchange(CDataExchange* pDX) { CDialog::DoDataExchange(pDX); INDEX iSelectedAxis = -1; BOOL bEnableControls; // if list control window is created if( IsWindow(m_listAxisActions.m_hWnd)) { // if dialog is recieving data if( pDX->m_bSaveAndValidate == FALSE) { iSelectedAxis = m_listAxisActions.GetNextItem( -1, LVNI_SELECTED); if( iSelectedAxis != -1) { // enable combo control m_comboControlerAxis.EnableWindow(); // get curently mounted controler description CTString strControlerName = m_listAxisActions.GetItemText( iSelectedAxis, 1); // find in combo currently selected mounted axis int iComboEntry = m_comboControlerAxis.FindStringExact( -1, strControlerName); // and select it m_comboControlerAxis.SetCurSel( iComboEntry); // if axis none is selected, disable sensitivity and other additional controls for axis if( m_ctrlControls.ctrl_aaAxisActions[ iSelectedAxis].aa_iAxisAction == AXIS_NONE) { // disable controls for defining controler's attributes bEnableControls = FALSE; } else { // enable controls for defining controler's attributes bEnableControls = TRUE; // and get sensitivity slider state m_sliderControlerSensitivity.SetPos( m_ctrlControls.ctrl_aaAxisActions[ iSelectedAxis].aa_fSensitivity / (100/SENSITIVITY_SLIDER_POSITIONS) ); // get state of invert axis check box m_bInvertControler = m_ctrlControls.ctrl_aaAxisActions[ iSelectedAxis].aa_bInvert; // get radio value (relative/absolute type of controler) if( m_ctrlControls.ctrl_aaAxisActions[ iSelectedAxis].aa_bRelativeControler) { m_iRelativeAbsoluteType = 0; } else { m_iRelativeAbsoluteType = 1; } } } else { // disable combo control m_comboControlerAxis.EnableWindow( FALSE); // disable controls for defining controler's attributes bEnableControls = FALSE; } m_sliderControlerSensitivity.EnableWindow( bEnableControls); GetDlgItem( IDC_INVERT_CONTROLER)->EnableWindow( bEnableControls); GetDlgItem( IDC_RELATIVE_ABSOLUTE_TYPE)->EnableWindow( bEnableControls); GetDlgItem( IDC_CONTROLER_SENSITIVITY)->EnableWindow( bEnableControls); GetDlgItem( IDC_ABSOLUTE_RADIO)->EnableWindow(bEnableControls); GetDlgItem( IDC_CONTROLER_TYPE_T)->EnableWindow(bEnableControls); GetDlgItem( IDC_CONTROLER_SENSITIVITY_T)->EnableWindow(bEnableControls); } } //{{AFX_DATA_MAP(CDlgPlayerControls) DDX_Control(pDX, IDC_AXIS_ACTIONS_LIST, m_listAxisActions); DDX_Control(pDX, IDC_BUTTON_ACTIONS_LIST, m_listButtonActions); DDX_Control(pDX, IDC_EDIT_SECOND_CONTROL, m_editSecondControl); DDX_Control(pDX, IDC_EDIT_FIRST_CONTROL, m_editFirstControl); DDX_Control(pDX, IDC_CONTROLER_SENSITIVITY, m_sliderControlerSensitivity); DDX_Control(pDX, IDC_CONTROLER_AXIS, m_comboControlerAxis); DDX_Check(pDX, IDC_INVERT_CONTROLER, m_bInvertControler); DDX_Radio(pDX, IDC_RELATIVE_ABSOLUTE_TYPE, m_iRelativeAbsoluteType); DDX_Text(pDX, IDC_PRESS_MESSAGE, m_strPressNewButton); //}}AFX_DATA_MAP // if dialog is giving data if( pDX->m_bSaveAndValidate != FALSE) { iSelectedAxis = m_listAxisActions.GetNextItem( -1, LVNI_SELECTED); // if there is valid selection if( iSelectedAxis != -1) { // apply check box m_ctrlControls.ctrl_aaAxisActions[ iSelectedAxis].aa_bInvert = m_bInvertControler; // apply relative/absolute radio if( m_iRelativeAbsoluteType == 0) { m_ctrlControls.ctrl_aaAxisActions[ iSelectedAxis].aa_bRelativeControler = TRUE; } else { m_ctrlControls.ctrl_aaAxisActions[ iSelectedAxis].aa_bRelativeControler = FALSE; } // apply sensitivity slider value m_ctrlControls.ctrl_aaAxisActions[ iSelectedAxis].aa_fSensitivity = m_sliderControlerSensitivity.GetPos() * (100/SENSITIVITY_SLIDER_POSITIONS); } } } BEGIN_MESSAGE_MAP(CDlgPlayerControls, CDialog) //{{AFX_MSG_MAP(CDlgPlayerControls) ON_EN_SETFOCUS(IDC_EDIT_FIRST_CONTROL, OnSetfocusEditFirstControl) ON_EN_SETFOCUS(IDC_EDIT_SECOND_CONTROL, OnSetfocusEditSecondControl) ON_BN_CLICKED(ID_FIRST_CONTROL_NONE, OnFirstControlNone) ON_BN_CLICKED(ID_SECOND_CONTROL_NONE, OnSecondControlNone) ON_BN_CLICKED(ID_DEFAULT, OnDefault) ON_CBN_SELCHANGE(IDC_CONTROLER_AXIS, OnSelchangeControlerAxis) ON_BN_CLICKED(ID_MOVE_CONTROL_UP, OnMoveControlUp) ON_BN_CLICKED(ID_MOVE_CONTROL_DOWN, OnMoveControlDown) ON_BN_CLICKED(ID_BUTTON_ACTION_ADD, OnButtonActionAdd) ON_BN_CLICKED(ID_BUTTON_ACTION_EDIT, OnButtonActionEdit) ON_BN_CLICKED(ID_BUTTON_ACTION_REMOVE, OnButtonActionRemove) //}}AFX_MSG_MAP END_MESSAGE_MAP() ///////////////////////////////////////////////////////////////////////////// // CDlgPlayerControls message handlers void CDlgPlayerControls::FillActionsList(void) { // get selected item INDEX iDefaultSelected = m_listButtonActions.GetNextItem( -1, LVNI_SELECTED); // empty list containing actions m_listButtonActions.DeleteAllItems(); // one item to serve for all actions and mounted buttons LV_ITEM itItem; // all items will be of text type itItem.mask = LVIF_TEXT; // index for automatic counting of added items INDEX ctItemsAdded = 0; // now add all button actions FOREACHINLIST( CButtonAction, ba_lnNode, m_ctrlControls.ctrl_lhButtonActions, itButtonAction) { // macro for adding single button action into list control itItem.iItem = ctItemsAdded; itItem.iSubItem = 0; itItem.pszText = (char *)(const char *) itButtonAction->ba_strName; m_listButtonActions.InsertItem( &itItem); itItem.iSubItem = 1; itItem.pszText = (char *)(const char *)_pInput->GetButtonName( itButtonAction->ba_iFirstKey); m_listButtonActions.SetItem( &itItem); itItem.iSubItem = 2; itItem.pszText = (char *)(const char *)_pInput->GetButtonName( itButtonAction->ba_iSecondKey); m_listButtonActions.SetItem( &itItem); ctItemsAdded++; } // try to select same item that was selected before refresh list if( iDefaultSelected != -1) { // select wanted item m_listButtonActions.SetItemState( iDefaultSelected, LVIS_FOCUSED|LVIS_SELECTED|LVIS_DROPHILITED, LVIS_FOCUSED|LVIS_SELECTED|LVIS_DROPHILITED); m_listButtonActions.EnsureVisible( iDefaultSelected, FALSE); } } void CDlgPlayerControls::FillAxisList(void) { // get selected item INDEX iDefaultSelected = m_listAxisActions.GetNextItem( -1, LVNI_SELECTED); // empty list containing actions m_listAxisActions.DeleteAllItems(); // one item to serve for all actions and mounted buttons LV_ITEM itItem; // all items will be of text type itItem.mask = LVIF_TEXT; // now add all axis actions for(INDEX iAxis = 0; iAxisgm_astrAxisNames[iAxis]; m_listAxisActions.InsertItem( &itItem); itItem.iSubItem = 1; itItem.pszText = (char *)(const char *)_pInput->GetAxisName( m_ctrlControls.ctrl_aaAxisActions[iAxis].aa_iAxisAction); m_listAxisActions.SetItem( &itItem); } // try to select same item that was selected before refresh list if( iDefaultSelected != -1) { m_listAxisActions.SetItemState( iDefaultSelected, LVIS_FOCUSED|LVIS_SELECTED|LVIS_DROPHILITED, LVIS_FOCUSED|LVIS_SELECTED|LVIS_DROPHILITED); m_listAxisActions.EnsureVisible( iDefaultSelected, FALSE); } } // percentage of action's list control window width used for action names #define BUTTON_ACTION_NAME_PERCENTAGE 50 #define AXIS_ACTION_NAME_PERCENTAGE 50 BOOL CDlgPlayerControls::OnInitDialog() { CDialog::OnInitDialog(); // initialize controler sensitivity m_sliderControlerSensitivity.SetRange( 1, SENSITIVITY_SLIDER_POSITIONS); m_sliderControlerSensitivity.SetTicFreq( 1); // get action list control's width in pixels CRect rectListControl; m_listButtonActions.GetClientRect( rectListControl); // insert column for action names INDEX iMainColumnWidth = rectListControl.Width()*BUTTON_ACTION_NAME_PERCENTAGE/100; m_listButtonActions.InsertColumn( 0, "Button action", LVCFMT_LEFT, iMainColumnWidth); // insert first control column INDEX iFirstSubColumnWidth = (rectListControl.Width()*(100-BUTTON_ACTION_NAME_PERCENTAGE)/2)/100; m_listButtonActions.InsertColumn( 1, "First", LVCFMT_LEFT, iFirstSubColumnWidth); // insert second control column INDEX iSecondSubColumnWidth = rectListControl.Width()-iMainColumnWidth-iFirstSubColumnWidth - 16; m_listButtonActions.InsertColumn( 2, "Second", LVCFMT_LEFT, iSecondSubColumnWidth); // add all actions into actions list FillActionsList(); // get axis action list control's width in pixels m_listAxisActions.GetClientRect( rectListControl); // insert column for axis action names iMainColumnWidth = rectListControl.Width()*AXIS_ACTION_NAME_PERCENTAGE/100; m_listAxisActions.InsertColumn( 0, "Axis action", LVCFMT_LEFT, iMainColumnWidth); // insert mounting controls column INDEX iAxisMouterNameWidth = rectListControl.Width()*(100-AXIS_ACTION_NAME_PERCENTAGE)/100-1; m_listAxisActions.InsertColumn( 1, "Current controler", LVCFMT_LEFT, iAxisMouterNameWidth); // add all available axis into axis list FillAxisList(); // for all possible axis mounting controlers for( INDEX iAxis=0; iAxis<_pInput->GetAvailableAxisCount(); iAxis++) { m_comboControlerAxis.AddString( _pInput->GetAxisName( iAxis)); } return TRUE; } void CDlgPlayerControls::SetFirstAndSecondButtonNames(void) { BOOL bEnablePressKeyControls; CButtonAction *pbaCurrent = GetSelectedButtonAction(); if( pbaCurrent != NULL) { // type first currently mounted button's name m_editFirstControl.SetWindowText( (char *)(const char *) _pInput->GetButtonName( pbaCurrent->ba_iFirstKey) ); // type second currently mounted button's name m_editSecondControl.SetWindowText( (char *)(const char *) _pInput->GetButtonName( pbaCurrent->ba_iSecondKey) ); // enable edit key and "none" controls bEnablePressKeyControls = TRUE; } else { bEnablePressKeyControls = FALSE; } // enable/disable press key controls (edit boxes and "none" buttons) m_editFirstControl.EnableWindow( bEnablePressKeyControls); m_editSecondControl.EnableWindow( bEnablePressKeyControls); GetDlgItem( ID_FIRST_CONTROL_NONE)->EnableWindow( bEnablePressKeyControls); GetDlgItem( ID_SECOND_CONTROL_NONE)->EnableWindow( bEnablePressKeyControls); } void CDlgPlayerControls::ActivatePressKey( char *strFirstOrSecond) { // get selected action m_iSelectedAction = m_listButtonActions.GetNextItem( -1, LVNI_SELECTED); // if there is valid selection if( m_iSelectedAction == -1) { // activate actions list m_listButtonActions.SetFocus(); return; } // leave left mouse button ! while( (GetAsyncKeyState(VK_LBUTTON) & 0x8000) != 0) NOTHING; char achrMessage[ 256]; // prepare message sprintf( achrMessage, "Press new %s button for action:\n\"%s\"", strFirstOrSecond, m_listButtonActions.GetItemText( m_iSelectedAction, 0)); // set message string to dialog m_strPressNewButton = achrMessage; // activate string in text control UpdateData( FALSE); // enable application AfxGetMainWnd()->EnableWindow(); AfxGetMainWnd()->SetActiveWindow(); // enable direct input _pInput->EnableInput(m_hWnd); // initial reading of all available inputs _pInput->GetInput(FALSE); // as long as direct input is enabled while( _pInput->IsInputEnabled()) { // for all possible buttons for( INDEX iButton=0; iButton<_pInput->GetAvailableButtonsCount(); iButton++) { // if pressed if( _pInput->GetButtonState( iButton) || (iButton==KID_MOUSE1 && (GetAsyncKeyState(VK_LBUTTON) & 0x8000) != 0) || (iButton==KID_MOUSE2 && (GetAsyncKeyState(VK_RBUTTON) & 0x8000) != 0) || (iButton==KID_MOUSE3 && (GetAsyncKeyState(VK_MBUTTON) & 0x8000) != 0)) { // disable direct input _pInput->DisableInput(); // if new button is mounted allready, set owner's action mounting to "key none" FOREACHINLIST( CButtonAction, ba_lnNode, m_ctrlControls.ctrl_lhButtonActions, itButtonAction) { if( itButtonAction->ba_iFirstKey == iButton) itButtonAction->ba_iFirstKey = KID_NONE; if( itButtonAction->ba_iSecondKey == iButton) itButtonAction->ba_iSecondKey = KID_NONE; } CButtonAction *pbaCurrent = GetSelectedButtonAction(); if( pbaCurrent != NULL) { if( strFirstOrSecond == CTString("first") ) { pbaCurrent->ba_iFirstKey = iButton; } else { pbaCurrent->ba_iSecondKey = iButton; } } // refresh list control FillActionsList(); // refresh first button edit control SetFirstAndSecondButtonNames(); // disable application AfxGetMainWnd()->EnableWindow( FALSE); // activate dialog SetActiveWindow(); EnableWindow(); // activate actions list m_listButtonActions.SetFocus(); // prevent reselecting edit control MSG message; // peek and remove all mouse messages from message queue while( PeekMessage( &message, m_hWnd, WM_MOUSEFIRST, WM_MOUSELAST, PM_REMOVE)) NOTHING; // peek and remove all keyboard messages from message queue while( PeekMessage( &message, m_hWnd, WM_KEYFIRST, WM_KEYLAST, PM_REMOVE)) NOTHING; } } } ASSERT( !_pInput->IsInputEnabled()); // try to select same item that was selected before key binding if( m_iSelectedAction != -1) { m_listButtonActions.SetItemState( m_iSelectedAction, LVIS_FOCUSED|LVIS_SELECTED|LVIS_DROPHILITED, LVIS_FOCUSED|LVIS_SELECTED|LVIS_DROPHILITED); m_listButtonActions.EnsureVisible( m_iSelectedAction, FALSE); } // delete press button message m_strPressNewButton = ""; // notice change UpdateData( FALSE); } void CDlgPlayerControls::OnSetfocusEditFirstControl() { // activates press key behaviour (rather complicated one) for first button ActivatePressKey( "first"); } void CDlgPlayerControls::OnSetfocusEditSecondControl() { // activates press key behaviour (rather complicated one) for second button ActivatePressKey( "second"); } CButtonAction *CDlgPlayerControls::GetSelectedButtonAction() { // get selected action m_iSelectedAction = m_listButtonActions.GetNextItem( -1, LVNI_SELECTED); // if there is valid selection if( m_iSelectedAction != -1) { INDEX iCurrent = 0; FOREACHINLIST( CButtonAction, ba_lnNode, m_ctrlControls.ctrl_lhButtonActions, itButtonAction) { if( iCurrent == m_iSelectedAction) return itButtonAction; iCurrent++; } } return NULL; } void CDlgPlayerControls::OnFirstControlNone() { CButtonAction *pbaCurrent = GetSelectedButtonAction(); if( pbaCurrent != NULL) { // set none action key pbaCurrent->ba_iFirstKey = KID_NONE; // refresh list control FillActionsList(); // refresh first button edit control SetFirstAndSecondButtonNames(); // activate actions list m_listButtonActions.SetFocus(); } } void CDlgPlayerControls::OnSecondControlNone() { CButtonAction *pbaCurrent = GetSelectedButtonAction(); if( pbaCurrent != NULL) { // set none action key pbaCurrent->ba_iSecondKey = KID_NONE; // refresh list control FillActionsList(); // refresh first button edit control SetFirstAndSecondButtonNames(); // activate actions list m_listButtonActions.SetFocus(); } } void CDlgPlayerControls::OnDefault() { // switch controls to default m_ctrlControls.SwitchToDefaults(); // refresh list control FillActionsList(); // refresh first button edit control SetFirstAndSecondButtonNames(); // activate actions list m_listButtonActions.SetFocus(); // refresh axis list FillAxisList(); // set axis attributes UpdateData( FALSE); } void CDlgPlayerControls::OnSelchangeControlerAxis() { // get newly selected controler axis INDEX iNewControler = m_comboControlerAxis.GetCurSel(); // must be valid ASSERT( iNewControler != CB_ERR); // get selected item INDEX iActiveAxis = m_listAxisActions.GetNextItem( -1, LVNI_SELECTED); // change mounting controler for selected axis m_ctrlControls.ctrl_aaAxisActions[ iActiveAxis].aa_iAxisAction = iNewControler; // refresh axis list control FillAxisList(); // pickup current values of controler attributes UpdateData( TRUE); // refresh axis-conected controls (dialog recives data) UpdateData( FALSE); } void CDlgPlayerControls::OnMoveControlUp() { // get selected item INDEX iSelectedButton = m_listButtonActions.GetNextItem( -1, LVNI_SELECTED); if( iSelectedButton == 0) return; // find member to move up INDEX iCurrent = 0; CButtonAction *pbaButtonToMove = NULL; {FOREACHINLIST( CButtonAction, ba_lnNode, m_ctrlControls.ctrl_lhButtonActions, itButtonAction) { if( iCurrent == iSelectedButton) { // remove it from list itButtonAction->ba_lnNode.Remove(); pbaButtonToMove = &itButtonAction.Current(); break; } iCurrent++; }} ASSERT( pbaButtonToMove != NULL); // insert removed member again but before its predcessor iCurrent = 0; {FOREACHINLIST( CButtonAction, ba_lnNode, m_ctrlControls.ctrl_lhButtonActions, itButtonAction) { if( iCurrent == (iSelectedButton-1) ) { itButtonAction->ba_lnNode.AddBefore( pbaButtonToMove->ba_lnNode); break; } iCurrent++; }} // refresh list control FillActionsList(); // get no of items INDEX iButtonsCt = m_listButtonActions.GetItemCount(); // get no of items for( INDEX iListItem=0; iListItem= (iButtonsCt-1) ) return; // find member to move down INDEX iCurrent = 0; CButtonAction *pbaButtonToMove = NULL; {FOREACHINLIST( CButtonAction, ba_lnNode, m_ctrlControls.ctrl_lhButtonActions, itButtonAction) { if( iCurrent == iSelectedButton) { // remove it from list itButtonAction->ba_lnNode.Remove(); pbaButtonToMove = &itButtonAction.Current(); break; } iCurrent++; }} ASSERT( pbaButtonToMove != NULL); // insert removed member again but before its predcessor iCurrent = 0; {FOREACHINLIST( CButtonAction, ba_lnNode, m_ctrlControls.ctrl_lhButtonActions, itButtonAction) { if( iCurrent == (iSelectedButton) ) { itButtonAction->ba_lnNode.AddAfter( pbaButtonToMove->ba_lnNode); break; } iCurrent++; }} // refresh list control FillActionsList(); // get no of items for( INDEX iListItem=0; iListItem