mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
156 lines
6.3 KiB
C++
156 lines
6.3 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "StdH.h"
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#include <Engine/CurrentVersion.h>
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#include "MenuPrinting.h"
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#include "MenuStuff.h"
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#include "MCustomizeAxis.h"
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void CCustomizeAxisMenu::Initialize_t(void)
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{
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// intialize axis menu
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gm_mgTitle.mg_strText = TRANS("CUSTOMIZE AXIS");
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gm_mgTitle.mg_boxOnScreen = BoxTitle();
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gm_lhGadgets.AddTail(gm_mgTitle.mg_lnNode);
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TRIGGER_MG(gm_mgActionTrigger, 0, gm_mgSmoothTrigger, gm_mgMountedTrigger, TRANS("ACTION"), astrNoYes);
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gm_mgActionTrigger.mg_strTip = TRANS("choose action to customize");
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TRIGGER_MG(gm_mgMountedTrigger, 2, gm_mgActionTrigger, gm_mgSensitivity, TRANS("MOUNTED TO"), astrNoYes);
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gm_mgMountedTrigger.mg_strTip = TRANS("choose controller axis that will perform the action");
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gm_mgActionTrigger.mg_astrTexts = new CTString[AXIS_ACTIONS_CT];
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gm_mgActionTrigger.mg_ctTexts = AXIS_ACTIONS_CT;
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gm_mgActionTrigger.mg_pPreTriggerChange = NULL;
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gm_mgActionTrigger.mg_pOnTriggerChange = NULL;
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// for all available axis type controlers
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for (INDEX iControler = 0; iControler<AXIS_ACTIONS_CT; iControler++) {
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gm_mgActionTrigger.mg_astrTexts[iControler] = TranslateConst(CTString(_pGame->gm_astrAxisNames[iControler]), 0);
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}
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gm_mgActionTrigger.mg_iSelected = 3;
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INDEX ctAxis = _pInput->GetAvailableAxisCount();
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gm_mgMountedTrigger.mg_astrTexts = new CTString[ctAxis];
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gm_mgMountedTrigger.mg_ctTexts = ctAxis;
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// for all axis actions that can be mounted
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for (INDEX iAxis = 0; iAxis<ctAxis; iAxis++) {
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gm_mgMountedTrigger.mg_astrTexts[iAxis] = _pInput->GetAxisTransName(iAxis);
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}
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gm_mgSensitivity.mg_boxOnScreen = BoxMediumRow(3);
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gm_mgSensitivity.mg_strText = TRANS("SENSITIVITY");
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gm_mgSensitivity.mg_pmgUp = &gm_mgMountedTrigger;
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gm_mgSensitivity.mg_pmgDown = &gm_mgDeadzone;
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gm_lhGadgets.AddTail(gm_mgSensitivity.mg_lnNode);
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gm_mgSensitivity.mg_strTip = TRANS("set sensitivity for this axis");
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gm_mgDeadzone.mg_boxOnScreen = BoxMediumRow(4);
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gm_mgDeadzone.mg_strText = TRANS("DEAD ZONE");
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gm_mgDeadzone.mg_pmgUp = &gm_mgSensitivity;
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gm_mgDeadzone.mg_pmgDown = &gm_mgInvertTrigger;
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gm_lhGadgets.AddTail(gm_mgDeadzone.mg_lnNode);
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gm_mgDeadzone.mg_strTip = TRANS("set dead zone for this axis");
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TRIGGER_MG(gm_mgInvertTrigger, 5, gm_mgDeadzone, gm_mgRelativeTrigger, TRANS("INVERTED"), astrNoYes);
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gm_mgInvertTrigger.mg_strTip = TRANS("choose whether to invert this axis or not");
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TRIGGER_MG(gm_mgRelativeTrigger, 6, gm_mgInvertTrigger, gm_mgSmoothTrigger, TRANS("RELATIVE"), astrNoYes);
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gm_mgRelativeTrigger.mg_strTip = TRANS("select relative or absolute axis reading");
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TRIGGER_MG(gm_mgSmoothTrigger, 7, gm_mgRelativeTrigger, gm_mgActionTrigger, TRANS("SMOOTH"), astrNoYes);
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gm_mgSmoothTrigger.mg_strTip = TRANS("turn this on to filter readings on this axis");
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}
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CCustomizeAxisMenu::~CCustomizeAxisMenu(void)
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{
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delete[] gm_mgActionTrigger.mg_astrTexts;
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delete[] gm_mgMountedTrigger.mg_astrTexts;
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}
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void CCustomizeAxisMenu::ObtainActionSettings(void)
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{
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ControlsMenuOn();
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CControls &ctrls = _pGame->gm_ctrlControlsExtra;
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INDEX iSelectedAction = gm_mgActionTrigger.mg_iSelected;
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INDEX iMountedAxis = ctrls.ctrl_aaAxisActions[iSelectedAction].aa_iAxisAction;
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gm_mgMountedTrigger.mg_iSelected = iMountedAxis;
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gm_mgSensitivity.mg_iMinPos = 0;
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gm_mgSensitivity.mg_iMaxPos = 50;
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gm_mgSensitivity.mg_iCurPos = ctrls.ctrl_aaAxisActions[iSelectedAction].aa_fSensitivity / 2;
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gm_mgSensitivity.ApplyCurrentPosition();
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gm_mgDeadzone.mg_iMinPos = 0;
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gm_mgDeadzone.mg_iMaxPos = 50;
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gm_mgDeadzone.mg_iCurPos = ctrls.ctrl_aaAxisActions[iSelectedAction].aa_fDeadZone / 2;
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gm_mgDeadzone.ApplyCurrentPosition();
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gm_mgInvertTrigger.mg_iSelected = ctrls.ctrl_aaAxisActions[iSelectedAction].aa_bInvert ? 1 : 0;
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gm_mgRelativeTrigger.mg_iSelected = ctrls.ctrl_aaAxisActions[iSelectedAction].aa_bRelativeControler ? 1 : 0;
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gm_mgSmoothTrigger.mg_iSelected = ctrls.ctrl_aaAxisActions[iSelectedAction].aa_bSmooth ? 1 : 0;
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gm_mgActionTrigger.ApplyCurrentSelection();
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gm_mgMountedTrigger.ApplyCurrentSelection();
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gm_mgInvertTrigger.ApplyCurrentSelection();
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gm_mgRelativeTrigger.ApplyCurrentSelection();
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gm_mgSmoothTrigger.ApplyCurrentSelection();
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}
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void CCustomizeAxisMenu::ApplyActionSettings(void)
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{
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CControls &ctrls = _pGame->gm_ctrlControlsExtra;
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INDEX iSelectedAction = gm_mgActionTrigger.mg_iSelected;
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INDEX iMountedAxis = gm_mgMountedTrigger.mg_iSelected;
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FLOAT fSensitivity =
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FLOAT(gm_mgSensitivity.mg_iCurPos - gm_mgSensitivity.mg_iMinPos) /
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FLOAT(gm_mgSensitivity.mg_iMaxPos - gm_mgSensitivity.mg_iMinPos)*100.0f;
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FLOAT fDeadZone =
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FLOAT(gm_mgDeadzone.mg_iCurPos - gm_mgDeadzone.mg_iMinPos) /
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FLOAT(gm_mgDeadzone.mg_iMaxPos - gm_mgDeadzone.mg_iMinPos)*100.0f;
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BOOL bInvert = gm_mgInvertTrigger.mg_iSelected != 0;
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BOOL bRelative = gm_mgRelativeTrigger.mg_iSelected != 0;
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BOOL bSmooth = gm_mgSmoothTrigger.mg_iSelected != 0;
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ctrls.ctrl_aaAxisActions[iSelectedAction].aa_iAxisAction = iMountedAxis;
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if (INDEX(ctrls.ctrl_aaAxisActions[iSelectedAction].aa_fSensitivity) != INDEX(fSensitivity)) {
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ctrls.ctrl_aaAxisActions[iSelectedAction].aa_fSensitivity = fSensitivity;
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}
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if (INDEX(ctrls.ctrl_aaAxisActions[iSelectedAction].aa_fDeadZone) != INDEX(fDeadZone)) {
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ctrls.ctrl_aaAxisActions[iSelectedAction].aa_fDeadZone = fDeadZone;
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}
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ctrls.ctrl_aaAxisActions[iSelectedAction].aa_bInvert = bInvert;
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ctrls.ctrl_aaAxisActions[iSelectedAction].aa_bRelativeControler = bRelative;
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ctrls.ctrl_aaAxisActions[iSelectedAction].aa_bSmooth = bSmooth;
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ctrls.CalculateInfluencesForAllAxis();
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ControlsMenuOff();
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}
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void CCustomizeAxisMenu::StartMenu(void)
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{
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ObtainActionSettings();
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CGameMenu::StartMenu();
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}
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void CCustomizeAxisMenu::EndMenu(void)
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{
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ApplyActionSettings();
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CGameMenu::EndMenu();
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} |