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osu-lazer/osu.Game/Overlays/Settings/Sections/Input/KeyBindingsSubsection.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
using osu.Framework.Localisation;
using osu.Game.Database;
using osu.Game.Input.Bindings;
using osu.Game.Rulesets;
using osu.Game.Localisation;
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using osuTK;
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namespace osu.Game.Overlays.Settings.Sections.Input
{
public abstract partial class KeyBindingsSubsection : SettingsSubsection
{
/// <summary>
/// After a successful binding, automatically select the next binding row to make quickly
/// binding a large set of keys easier on the user.
/// </summary>
protected virtual bool AutoAdvanceTarget => false;
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protected IEnumerable<KeyBinding> Defaults { get; init; } = Array.Empty<KeyBinding>();
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public RulesetInfo? Ruleset { get; protected set; }
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private readonly int? variant;
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protected KeyBindingsSubsection(int? variant)
{
this.variant = variant;
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FlowContent.Spacing = new Vector2(0, 3);
}
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[BackgroundDependencyLoader]
private void load(RealmAccess realm)
{
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string? rulesetName = Ruleset?.ShortName;
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var bindings = realm.Run(r => r.All<RealmKeyBinding>()
.Where(b => b.RulesetName == rulesetName && b.Variant == variant)
.Detach());
foreach (var defaultGroup in Defaults.GroupBy(d => d.Action))
{
int intKey = (int)defaultGroup.Key;
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// one row per valid action.
Add(new KeyBindingRow(defaultGroup.Key, bindings.Where(b => b.ActionInt.Equals(intKey)).ToList())
{
AllowMainMouseButtons = Ruleset != null,
Defaults = defaultGroup.Select(d => d.KeyCombination),
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BindingUpdated = onBindingUpdated
});
}
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Add(new ResetButton
{
Action = () => Children.OfType<KeyBindingRow>().ForEach(k => k.RestoreDefaults())
});
}
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private void onBindingUpdated(KeyBindingRow sender)
{
if (AutoAdvanceTarget)
{
var next = Children.SkipWhile(c => c != sender).Skip(1).FirstOrDefault();
if (next != null)
GetContainingInputManager().ChangeFocus(next);
}
}
}
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public partial class ResetButton : DangerousSettingsButton
{
[BackgroundDependencyLoader]
private void load()
{
Text = InputSettingsStrings.ResetSectionButton;
RelativeSizeAxes = Axes.X;
Width = 0.8f;
Anchor = Anchor.TopCentre;
Origin = Anchor.TopCentre;
Margin = new MarginPadding { Top = 15 };
Height = 30;
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Content.CornerRadius = 5;
}
// Empty FilterTerms so that the ResetButton is visible only when the whole subsection is visible.
public override IEnumerable<LocalisableString> FilterTerms => Enumerable.Empty<LocalisableString>();
}
}