mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
634 lines
21 KiB
C++
634 lines
21 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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// DlgPlayerControls.cpp : implementation file
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//
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#include "stdafx.h"
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#ifdef _DEBUG
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#undef new
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CDlgPlayerControls dialog
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CDlgPlayerControls::CDlgPlayerControls(CControls &ctrlControls, CWnd* pParent /*=NULL*/)
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: CDialog(CDlgPlayerControls::IDD, pParent), m_ctrlControls(*_pGame->gm_ctrlControlsExtra)
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{
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// make copy of the controls, we will change them
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m_ctrlControls = ctrlControls;
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//{{AFX_DATA_INIT(CDlgPlayerControls)
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m_bInvertControler = FALSE;
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m_iRelativeAbsoluteType = -1;
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m_strPressNewButton = _T("");
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//}}AFX_DATA_INIT
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}
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void CDlgPlayerControls::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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INDEX iSelectedAxis = -1;
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BOOL bEnableControls;
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// if list control window is created
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if( IsWindow(m_listAxisActions.m_hWnd))
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{
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// if dialog is recieving data
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if( pDX->m_bSaveAndValidate == FALSE)
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{
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iSelectedAxis = m_listAxisActions.GetNextItem( -1, LVNI_SELECTED);
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if( iSelectedAxis != -1)
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{
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// enable combo control
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m_comboControlerAxis.EnableWindow();
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// get curently mounted controler description
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CTString strControlerName = m_listAxisActions.GetItemText( iSelectedAxis, 1);
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// find in combo currently selected mounted axis
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int iComboEntry = m_comboControlerAxis.FindStringExact( -1, strControlerName);
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// and select it
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m_comboControlerAxis.SetCurSel( iComboEntry);
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// if axis none is selected, disable sensitivity and other additional controls for axis
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if( m_ctrlControls.ctrl_aaAxisActions[ iSelectedAxis].aa_iAxisAction == AXIS_NONE)
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{
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// disable controls for defining controler's attributes
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bEnableControls = FALSE;
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}
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else
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{
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// enable controls for defining controler's attributes
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bEnableControls = TRUE;
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// and get sensitivity slider state
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m_sliderControlerSensitivity.SetPos(
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m_ctrlControls.ctrl_aaAxisActions[ iSelectedAxis].aa_fSensitivity /
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(100/SENSITIVITY_SLIDER_POSITIONS) );
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// get state of invert axis check box
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m_bInvertControler = m_ctrlControls.ctrl_aaAxisActions[ iSelectedAxis].aa_bInvert;
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// get radio value (relative/absolute type of controler)
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if( m_ctrlControls.ctrl_aaAxisActions[ iSelectedAxis].aa_bRelativeControler)
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{
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m_iRelativeAbsoluteType = 0;
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}
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else
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{
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m_iRelativeAbsoluteType = 1;
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}
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}
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}
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else
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{
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// disable combo control
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m_comboControlerAxis.EnableWindow( FALSE);
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// disable controls for defining controler's attributes
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bEnableControls = FALSE;
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}
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m_sliderControlerSensitivity.EnableWindow( bEnableControls);
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GetDlgItem( IDC_INVERT_CONTROLER)->EnableWindow( bEnableControls);
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GetDlgItem( IDC_RELATIVE_ABSOLUTE_TYPE)->EnableWindow( bEnableControls);
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GetDlgItem( IDC_CONTROLER_SENSITIVITY)->EnableWindow( bEnableControls);
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GetDlgItem( IDC_ABSOLUTE_RADIO)->EnableWindow(bEnableControls);
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GetDlgItem( IDC_CONTROLER_TYPE_T)->EnableWindow(bEnableControls);
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GetDlgItem( IDC_CONTROLER_SENSITIVITY_T)->EnableWindow(bEnableControls);
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}
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}
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//{{AFX_DATA_MAP(CDlgPlayerControls)
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DDX_Control(pDX, IDC_AXIS_ACTIONS_LIST, m_listAxisActions);
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DDX_Control(pDX, IDC_BUTTON_ACTIONS_LIST, m_listButtonActions);
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DDX_Control(pDX, IDC_EDIT_SECOND_CONTROL, m_editSecondControl);
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DDX_Control(pDX, IDC_EDIT_FIRST_CONTROL, m_editFirstControl);
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DDX_Control(pDX, IDC_CONTROLER_SENSITIVITY, m_sliderControlerSensitivity);
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DDX_Control(pDX, IDC_CONTROLER_AXIS, m_comboControlerAxis);
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DDX_Check(pDX, IDC_INVERT_CONTROLER, m_bInvertControler);
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DDX_Radio(pDX, IDC_RELATIVE_ABSOLUTE_TYPE, m_iRelativeAbsoluteType);
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DDX_Text(pDX, IDC_PRESS_MESSAGE, m_strPressNewButton);
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//}}AFX_DATA_MAP
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// if dialog is giving data
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if( pDX->m_bSaveAndValidate != FALSE)
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{
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iSelectedAxis = m_listAxisActions.GetNextItem( -1, LVNI_SELECTED);
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// if there is valid selection
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if( iSelectedAxis != -1)
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{
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// apply check box
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m_ctrlControls.ctrl_aaAxisActions[ iSelectedAxis].aa_bInvert = m_bInvertControler;
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// apply relative/absolute radio
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if( m_iRelativeAbsoluteType == 0)
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{
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m_ctrlControls.ctrl_aaAxisActions[ iSelectedAxis].aa_bRelativeControler = TRUE;
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}
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else
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{
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m_ctrlControls.ctrl_aaAxisActions[ iSelectedAxis].aa_bRelativeControler = FALSE;
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}
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// apply sensitivity slider value
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m_ctrlControls.ctrl_aaAxisActions[ iSelectedAxis].aa_fSensitivity =
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m_sliderControlerSensitivity.GetPos() * (100/SENSITIVITY_SLIDER_POSITIONS);
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}
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}
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}
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BEGIN_MESSAGE_MAP(CDlgPlayerControls, CDialog)
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//{{AFX_MSG_MAP(CDlgPlayerControls)
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ON_EN_SETFOCUS(IDC_EDIT_FIRST_CONTROL, OnSetfocusEditFirstControl)
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ON_EN_SETFOCUS(IDC_EDIT_SECOND_CONTROL, OnSetfocusEditSecondControl)
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ON_BN_CLICKED(ID_FIRST_CONTROL_NONE, OnFirstControlNone)
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ON_BN_CLICKED(ID_SECOND_CONTROL_NONE, OnSecondControlNone)
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ON_BN_CLICKED(ID_DEFAULT, OnDefault)
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ON_CBN_SELCHANGE(IDC_CONTROLER_AXIS, OnSelchangeControlerAxis)
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ON_BN_CLICKED(ID_MOVE_CONTROL_UP, OnMoveControlUp)
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ON_BN_CLICKED(ID_MOVE_CONTROL_DOWN, OnMoveControlDown)
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ON_BN_CLICKED(ID_BUTTON_ACTION_ADD, OnButtonActionAdd)
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ON_BN_CLICKED(ID_BUTTON_ACTION_EDIT, OnButtonActionEdit)
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ON_BN_CLICKED(ID_BUTTON_ACTION_REMOVE, OnButtonActionRemove)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CDlgPlayerControls message handlers
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void CDlgPlayerControls::FillActionsList(void)
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{
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// get selected item
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INDEX iDefaultSelected = m_listButtonActions.GetNextItem( -1, LVNI_SELECTED);
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// empty list containing actions
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m_listButtonActions.DeleteAllItems();
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// one item to serve for all actions and mounted buttons
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LV_ITEM itItem;
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// all items will be of text type
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itItem.mask = LVIF_TEXT;
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// index for automatic counting of added items
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INDEX ctItemsAdded = 0;
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// now add all button actions
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FOREACHINLIST( CButtonAction, ba_lnNode, m_ctrlControls.ctrl_lhButtonActions, itButtonAction)
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{
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// macro for adding single button action into list control
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itItem.iItem = ctItemsAdded;
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itItem.iSubItem = 0;
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itItem.pszText = (char *)(const char *) itButtonAction->ba_strName;
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m_listButtonActions.InsertItem( &itItem);
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itItem.iSubItem = 1;
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itItem.pszText = (char *)(const char *)_pInput->GetButtonName( itButtonAction->ba_iFirstKey);
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m_listButtonActions.SetItem( &itItem);
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itItem.iSubItem = 2;
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itItem.pszText = (char *)(const char *)_pInput->GetButtonName( itButtonAction->ba_iSecondKey);
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m_listButtonActions.SetItem( &itItem);
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ctItemsAdded++;
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}
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// try to select same item that was selected before refresh list
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if( iDefaultSelected != -1)
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{
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// select wanted item
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m_listButtonActions.SetItemState( iDefaultSelected,
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LVIS_FOCUSED|LVIS_SELECTED|LVIS_DROPHILITED, LVIS_FOCUSED|LVIS_SELECTED|LVIS_DROPHILITED);
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m_listButtonActions.EnsureVisible( iDefaultSelected, FALSE);
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}
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}
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void CDlgPlayerControls::FillAxisList(void)
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{
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// get selected item
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INDEX iDefaultSelected = m_listAxisActions.GetNextItem( -1, LVNI_SELECTED);
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// empty list containing actions
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m_listAxisActions.DeleteAllItems();
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// one item to serve for all actions and mounted buttons
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LV_ITEM itItem;
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// all items will be of text type
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itItem.mask = LVIF_TEXT;
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// now add all axis actions
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for(INDEX iAxis = 0; iAxis<AXIS_ACTIONS_CT; iAxis++) {
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itItem.iItem = iAxis;
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itItem.iSubItem = 0;
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itItem.pszText = (char*)(const char*)_pGame->gm_astrAxisNames[iAxis];
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m_listAxisActions.InsertItem( &itItem);
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itItem.iSubItem = 1;
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itItem.pszText = (char *)(const char *)_pInput->GetAxisName(
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m_ctrlControls.ctrl_aaAxisActions[iAxis].aa_iAxisAction);
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m_listAxisActions.SetItem( &itItem);
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}
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// try to select same item that was selected before refresh list
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if( iDefaultSelected != -1)
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{
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m_listAxisActions.SetItemState( iDefaultSelected,
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LVIS_FOCUSED|LVIS_SELECTED|LVIS_DROPHILITED, LVIS_FOCUSED|LVIS_SELECTED|LVIS_DROPHILITED);
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m_listAxisActions.EnsureVisible( iDefaultSelected, FALSE);
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}
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}
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// percentage of action's list control window width used for action names
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#define BUTTON_ACTION_NAME_PERCENTAGE 50
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#define AXIS_ACTION_NAME_PERCENTAGE 50
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BOOL CDlgPlayerControls::OnInitDialog()
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{
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CDialog::OnInitDialog();
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// initialize controler sensitivity
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m_sliderControlerSensitivity.SetRange( 1, SENSITIVITY_SLIDER_POSITIONS);
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m_sliderControlerSensitivity.SetTicFreq( 1);
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// get action list control's width in pixels
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CRect rectListControl;
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m_listButtonActions.GetClientRect( rectListControl);
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// insert column for action names
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INDEX iMainColumnWidth = rectListControl.Width()*BUTTON_ACTION_NAME_PERCENTAGE/100;
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m_listButtonActions.InsertColumn( 0, "Button action", LVCFMT_LEFT, iMainColumnWidth);
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// insert first control column
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INDEX iFirstSubColumnWidth = (rectListControl.Width()*(100-BUTTON_ACTION_NAME_PERCENTAGE)/2)/100;
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m_listButtonActions.InsertColumn( 1, "First", LVCFMT_LEFT, iFirstSubColumnWidth);
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// insert second control column
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INDEX iSecondSubColumnWidth =
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rectListControl.Width()-iMainColumnWidth-iFirstSubColumnWidth - 16;
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m_listButtonActions.InsertColumn( 2, "Second", LVCFMT_LEFT, iSecondSubColumnWidth);
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// add all actions into actions list
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FillActionsList();
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// get axis action list control's width in pixels
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m_listAxisActions.GetClientRect( rectListControl);
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// insert column for axis action names
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iMainColumnWidth = rectListControl.Width()*AXIS_ACTION_NAME_PERCENTAGE/100;
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m_listAxisActions.InsertColumn( 0, "Axis action", LVCFMT_LEFT, iMainColumnWidth);
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// insert mounting controls column
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INDEX iAxisMouterNameWidth = rectListControl.Width()*(100-AXIS_ACTION_NAME_PERCENTAGE)/100-1;
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m_listAxisActions.InsertColumn( 1, "Current controler", LVCFMT_LEFT, iAxisMouterNameWidth);
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// add all available axis into axis list
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FillAxisList();
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// for all possible axis mounting controlers
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for( INDEX iAxis=0; iAxis<_pInput->GetAvailableAxisCount(); iAxis++)
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{
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m_comboControlerAxis.AddString( _pInput->GetAxisName( iAxis));
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}
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return TRUE;
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}
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void CDlgPlayerControls::SetFirstAndSecondButtonNames(void)
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{
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BOOL bEnablePressKeyControls;
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CButtonAction *pbaCurrent = GetSelectedButtonAction();
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if( pbaCurrent != NULL)
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{
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// type first currently mounted button's name
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m_editFirstControl.SetWindowText( (char *)(const char *)
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_pInput->GetButtonName( pbaCurrent->ba_iFirstKey) );
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// type second currently mounted button's name
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m_editSecondControl.SetWindowText( (char *)(const char *)
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_pInput->GetButtonName( pbaCurrent->ba_iSecondKey) );
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// enable edit key and "none" controls
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bEnablePressKeyControls = TRUE;
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}
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else
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{
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bEnablePressKeyControls = FALSE;
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}
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// enable/disable press key controls (edit boxes and "none" buttons)
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m_editFirstControl.EnableWindow( bEnablePressKeyControls);
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m_editSecondControl.EnableWindow( bEnablePressKeyControls);
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GetDlgItem( ID_FIRST_CONTROL_NONE)->EnableWindow( bEnablePressKeyControls);
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GetDlgItem( ID_SECOND_CONTROL_NONE)->EnableWindow( bEnablePressKeyControls);
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}
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void CDlgPlayerControls::ActivatePressKey( char *strFirstOrSecond)
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{
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// get selected action
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m_iSelectedAction = m_listButtonActions.GetNextItem( -1, LVNI_SELECTED);
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// if there is valid selection
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if( m_iSelectedAction == -1)
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{
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// activate actions list
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m_listButtonActions.SetFocus();
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return;
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}
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// leave left mouse button !
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while( (GetAsyncKeyState(VK_LBUTTON) & 0x8000) != 0) NOTHING;
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char achrMessage[ 256];
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// prepare message
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sprintf( achrMessage, "Press new %s button for action:\n\"%s\"", strFirstOrSecond,
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m_listButtonActions.GetItemText( m_iSelectedAction, 0));
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// set message string to dialog
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m_strPressNewButton = achrMessage;
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// activate string in text control
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UpdateData( FALSE);
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// enable application
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AfxGetMainWnd()->EnableWindow();
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AfxGetMainWnd()->SetActiveWindow();
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// enable direct input
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_pInput->EnableInput(m_hWnd);
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// initial reading of all available inputs
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_pInput->GetInput(FALSE);
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// as long as direct input is enabled
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while( _pInput->IsInputEnabled())
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{
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// for all possible buttons
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for( INDEX iButton=0; iButton<_pInput->GetAvailableButtonsCount(); iButton++)
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{
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// if pressed
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if( _pInput->GetButtonState( iButton)
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|| (iButton==KID_MOUSE1 && (GetAsyncKeyState(VK_LBUTTON) & 0x8000) != 0)
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|| (iButton==KID_MOUSE2 && (GetAsyncKeyState(VK_RBUTTON) & 0x8000) != 0)
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|| (iButton==KID_MOUSE3 && (GetAsyncKeyState(VK_MBUTTON) & 0x8000) != 0))
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{
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// disable direct input
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_pInput->DisableInput();
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// if new button is mounted allready, set owner's action mounting to "key none"
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FOREACHINLIST( CButtonAction, ba_lnNode, m_ctrlControls.ctrl_lhButtonActions, itButtonAction)
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{
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if( itButtonAction->ba_iFirstKey == iButton) itButtonAction->ba_iFirstKey = KID_NONE;
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if( itButtonAction->ba_iSecondKey == iButton) itButtonAction->ba_iSecondKey = KID_NONE;
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}
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CButtonAction *pbaCurrent = GetSelectedButtonAction();
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if( pbaCurrent != NULL)
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{
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if( strFirstOrSecond == CTString("first") )
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{
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pbaCurrent->ba_iFirstKey = iButton;
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}
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else
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{
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pbaCurrent->ba_iSecondKey = iButton;
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}
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}
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// refresh list control
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FillActionsList();
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// refresh first button edit control
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SetFirstAndSecondButtonNames();
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// disable application
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AfxGetMainWnd()->EnableWindow( FALSE);
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// activate dialog
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SetActiveWindow();
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EnableWindow();
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// activate actions list
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m_listButtonActions.SetFocus();
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// prevent reselecting edit control
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MSG message;
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// peek and remove all mouse messages from message queue
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while( PeekMessage( &message, m_hWnd, WM_MOUSEFIRST, WM_MOUSELAST, PM_REMOVE)) NOTHING;
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// peek and remove all keyboard messages from message queue
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while( PeekMessage( &message, m_hWnd, WM_KEYFIRST, WM_KEYLAST, PM_REMOVE)) NOTHING;
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}
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}
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}
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ASSERT( !_pInput->IsInputEnabled());
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// try to select same item that was selected before key binding
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if( m_iSelectedAction != -1)
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{
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m_listButtonActions.SetItemState( m_iSelectedAction,
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LVIS_FOCUSED|LVIS_SELECTED|LVIS_DROPHILITED, LVIS_FOCUSED|LVIS_SELECTED|LVIS_DROPHILITED);
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m_listButtonActions.EnsureVisible( m_iSelectedAction, FALSE);
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}
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// delete press button message
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m_strPressNewButton = "";
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// notice change
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UpdateData( FALSE);
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}
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void CDlgPlayerControls::OnSetfocusEditFirstControl()
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{
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// activates press key behaviour (rather complicated one) for first button
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ActivatePressKey( "first");
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}
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void CDlgPlayerControls::OnSetfocusEditSecondControl()
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{
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// activates press key behaviour (rather complicated one) for second button
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ActivatePressKey( "second");
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}
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CButtonAction *CDlgPlayerControls::GetSelectedButtonAction()
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{
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// get selected action
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m_iSelectedAction = m_listButtonActions.GetNextItem( -1, LVNI_SELECTED);
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// if there is valid selection
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if( m_iSelectedAction != -1)
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{
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INDEX iCurrent = 0;
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FOREACHINLIST( CButtonAction, ba_lnNode, m_ctrlControls.ctrl_lhButtonActions, itButtonAction)
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{
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if( iCurrent == m_iSelectedAction) return itButtonAction;
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iCurrent++;
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}
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}
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return NULL;
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|
}
|
|
|
|
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; iListItem++)
|
|
{
|
|
m_listButtonActions.SetItemState( iListItem, 0, LVIS_FOCUSED|LVIS_SELECTED|LVIS_DROPHILITED);
|
|
}
|
|
|
|
// select wanted item
|
|
m_listButtonActions.SetItemState( iSelectedButton-1,
|
|
LVIS_FOCUSED|LVIS_SELECTED|LVIS_DROPHILITED, LVIS_FOCUSED|LVIS_SELECTED|LVIS_DROPHILITED);
|
|
m_listButtonActions.EnsureVisible( iSelectedButton-1, FALSE);
|
|
m_listButtonActions.SetFocus();
|
|
}
|
|
|
|
void CDlgPlayerControls::OnMoveControlDown()
|
|
{
|
|
// get no of items
|
|
INDEX iButtonsCt = m_listButtonActions.GetItemCount();
|
|
// get selected item
|
|
INDEX iSelectedButton = m_listButtonActions.GetNextItem( -1, LVNI_SELECTED);
|
|
if( iSelectedButton >= (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<iButtonsCt; iListItem++)
|
|
{
|
|
m_listButtonActions.SetItemState( iListItem, 0, LVIS_FOCUSED|LVIS_SELECTED|LVIS_DROPHILITED);
|
|
}
|
|
|
|
// select wanted item
|
|
m_listButtonActions.SetItemState( iSelectedButton+1,
|
|
LVIS_FOCUSED|LVIS_SELECTED|LVIS_DROPHILITED, LVIS_FOCUSED|LVIS_SELECTED|LVIS_DROPHILITED);
|
|
m_listButtonActions.EnsureVisible( iSelectedButton+1, FALSE);
|
|
m_listButtonActions.SetFocus();
|
|
}
|
|
|
|
void CDlgPlayerControls::OnButtonActionAdd()
|
|
{
|
|
m_listButtonActions.OnButtonActionAdd();
|
|
}
|
|
|
|
void CDlgPlayerControls::OnButtonActionEdit()
|
|
{
|
|
m_listButtonActions.OnButtonActionEdit();
|
|
}
|
|
|
|
void CDlgPlayerControls::OnButtonActionRemove()
|
|
{
|
|
m_listButtonActions.OnButtonActionRemove();
|
|
}
|