Serious-Engine/Sources/GameGUIMP/DlgPlayerControls.cpp
2016-03-11 18:20:51 -06:00

634 lines
21 KiB
C++

/* 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; iAxis<AXIS_ACTIONS_CT; iAxis++) {
itItem.iItem = iAxis;
itItem.iSubItem = 0;
itItem.pszText = (char*)(const char*)_pGame->gm_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; 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();
}