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osu-lazer/osu.Game/Input/Bindings/GlobalActionContainer.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.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
namespace osu.Game.Input.Bindings
{
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public class GlobalActionContainer : DatabasedKeyBindingContainer<GlobalAction>, IHandleGlobalKeyboardInput
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{
private readonly Drawable handler;
private InputManager parentInputManager;
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public GlobalActionContainer(OsuGameBase game)
: base(matchingMode: KeyCombinationMatchingMode.Modifiers)
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{
if (game is IKeyBindingHandler<GlobalAction>)
handler = game;
}
protected override void LoadComplete()
{
base.LoadComplete();
parentInputManager = GetContainingInputManager();
}
public override IEnumerable<IKeyBinding> DefaultKeyBindings => GlobalKeyBindings
.Concat(EditorKeyBindings)
.Concat(InGameKeyBindings)
.Concat(SongSelectKeyBindings)
.Concat(AudioControlKeyBindings);
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public IEnumerable<KeyBinding> GlobalKeyBindings => new[]
{
new KeyBinding(InputKey.F6, GlobalAction.ToggleNowPlaying),
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new KeyBinding(InputKey.F8, GlobalAction.ToggleChat),
new KeyBinding(InputKey.F9, GlobalAction.ToggleSocial),
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new KeyBinding(InputKey.F10, GlobalAction.ToggleGameplayMouseButtons),
new KeyBinding(InputKey.F12, GlobalAction.TakeScreenshot),
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new KeyBinding(new[] { InputKey.Control, InputKey.Alt, InputKey.R }, GlobalAction.ResetInputSettings),
new KeyBinding(new[] { InputKey.Control, InputKey.T }, GlobalAction.ToggleToolbar),
new KeyBinding(new[] { InputKey.Control, InputKey.O }, GlobalAction.ToggleSettings),
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new KeyBinding(new[] { InputKey.Control, InputKey.D }, GlobalAction.ToggleBeatmapListing),
new KeyBinding(new[] { InputKey.Control, InputKey.N }, GlobalAction.ToggleNotifications),
new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.S }, GlobalAction.ToggleSkinEditor),
new KeyBinding(InputKey.Escape, GlobalAction.Back),
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new KeyBinding(InputKey.ExtraMouseButton1, GlobalAction.Back),
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new KeyBinding(new[] { InputKey.Alt, InputKey.Home }, GlobalAction.Home),
new KeyBinding(InputKey.Up, GlobalAction.SelectPrevious),
new KeyBinding(InputKey.Down, GlobalAction.SelectNext),
new KeyBinding(InputKey.Space, GlobalAction.Select),
new KeyBinding(InputKey.Enter, GlobalAction.Select),
new KeyBinding(InputKey.KeypadEnter, GlobalAction.Select),
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new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.R }, GlobalAction.RandomSkin),
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};
public IEnumerable<KeyBinding> EditorKeyBindings => new[]
{
new KeyBinding(new[] { InputKey.F1 }, GlobalAction.EditorComposeMode),
new KeyBinding(new[] { InputKey.F2 }, GlobalAction.EditorDesignMode),
new KeyBinding(new[] { InputKey.F3 }, GlobalAction.EditorTimingMode),
new KeyBinding(new[] { InputKey.F4 }, GlobalAction.EditorSetupMode),
new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.A }, GlobalAction.EditorVerifyMode),
new KeyBinding(new[] { InputKey.J }, GlobalAction.EditorNudgeLeft),
new KeyBinding(new[] { InputKey.K }, GlobalAction.EditorNudgeRight),
};
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public IEnumerable<KeyBinding> InGameKeyBindings => new[]
{
new KeyBinding(InputKey.Space, GlobalAction.SkipCutscene),
new KeyBinding(InputKey.ExtraMouseButton2, GlobalAction.SkipCutscene),
new KeyBinding(InputKey.Tilde, GlobalAction.QuickRetry),
new KeyBinding(new[] { InputKey.Control, InputKey.Tilde }, GlobalAction.QuickExit),
new KeyBinding(new[] { InputKey.Control, InputKey.Plus }, GlobalAction.IncreaseScrollSpeed),
new KeyBinding(new[] { InputKey.Control, InputKey.Minus }, GlobalAction.DecreaseScrollSpeed),
new KeyBinding(new[] { InputKey.Shift, InputKey.Tab }, GlobalAction.ToggleInGameInterface),
new KeyBinding(InputKey.MouseMiddle, GlobalAction.PauseGameplay),
new KeyBinding(InputKey.Space, GlobalAction.TogglePauseReplay),
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new KeyBinding(InputKey.Control, GlobalAction.HoldForHUD),
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};
public IEnumerable<KeyBinding> SongSelectKeyBindings => new[]
{
new KeyBinding(InputKey.F1, GlobalAction.ToggleModSelection),
new KeyBinding(InputKey.F2, GlobalAction.SelectNextRandom),
new KeyBinding(new[] { InputKey.Shift, InputKey.F2 }, GlobalAction.SelectPreviousRandom),
new KeyBinding(InputKey.F3, GlobalAction.ToggleBeatmapOptions)
};
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public IEnumerable<KeyBinding> AudioControlKeyBindings => new[]
{
new KeyBinding(new[] { InputKey.Alt, InputKey.Up }, GlobalAction.IncreaseVolume),
new KeyBinding(new[] { InputKey.Alt, InputKey.Down }, GlobalAction.DecreaseVolume),
new KeyBinding(new[] { InputKey.Control, InputKey.F4 }, GlobalAction.ToggleMute),
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new KeyBinding(InputKey.TrackPrevious, GlobalAction.MusicPrev),
new KeyBinding(InputKey.F1, GlobalAction.MusicPrev),
new KeyBinding(InputKey.TrackNext, GlobalAction.MusicNext),
new KeyBinding(InputKey.F5, GlobalAction.MusicNext),
new KeyBinding(InputKey.PlayPause, GlobalAction.MusicPlay),
new KeyBinding(InputKey.F3, GlobalAction.MusicPlay)
};
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protected override IEnumerable<Drawable> KeyBindingInputQueue
{
get
{
// To ensure the global actions are handled with priority, this GlobalActionContainer is actually placed after game content.
// It does not contain children as expected, so we need to forward the NonPositionalInputQueue from the parent input manager to correctly
// allow the whole game to handle these actions.
// An eventual solution to this hack is to create localised action containers for individual components like SongSelect, but this will take some rearranging.
var inputQueue = parentInputManager?.NonPositionalInputQueue ?? base.KeyBindingInputQueue;
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return handler != null ? inputQueue.Prepend(handler) : inputQueue;
}
}
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}
public enum GlobalAction
{
[Description("Toggle chat overlay")]
ToggleChat,
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[Description("Toggle social overlay")]
ToggleSocial,
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[Description("Reset input settings")]
ResetInputSettings,
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[Description("Toggle toolbar")]
ToggleToolbar,
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[Description("Toggle settings")]
ToggleSettings,
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[Description("Toggle beatmap listing")]
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ToggleBeatmapListing,
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[Description("Increase volume")]
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IncreaseVolume,
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[Description("Decrease volume")]
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DecreaseVolume,
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[Description("Toggle mute")]
ToggleMute,
// In-Game Keybindings
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[Description("Skip cutscene")]
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SkipCutscene,
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[Description("Quick retry (hold)")]
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QuickRetry,
[Description("Take screenshot")]
TakeScreenshot,
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[Description("Toggle gameplay mouse buttons")]
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ToggleGameplayMouseButtons,
[Description("Back")]
Back,
[Description("Increase scroll speed")]
IncreaseScrollSpeed,
[Description("Decrease scroll speed")]
DecreaseScrollSpeed,
[Description("Select")]
Select,
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[Description("Quick exit (hold)")]
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QuickExit,
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// Game-wide beatmap music controller keybindings
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[Description("Next track")]
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MusicNext,
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[Description("Previous track")]
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MusicPrev,
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[Description("Play / pause")]
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MusicPlay,
[Description("Toggle now playing overlay")]
ToggleNowPlaying,
[Description("Previous selection")]
SelectPrevious,
[Description("Next selection")]
SelectNext,
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[Description("Home")]
Home,
[Description("Toggle notifications")]
ToggleNotifications,
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[Description("Pause gameplay")]
PauseGameplay,
// Editor
[Description("Setup mode")]
EditorSetupMode,
[Description("Compose mode")]
EditorComposeMode,
[Description("Design mode")]
EditorDesignMode,
[Description("Timing mode")]
EditorTimingMode,
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[Description("Hold for HUD")]
HoldForHUD,
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[Description("Random skin")]
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RandomSkin,
[Description("Pause / resume replay")]
TogglePauseReplay,
[Description("Toggle in-game interface")]
ToggleInGameInterface,
// Song select keybindings
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[Description("Toggle Mod Select")]
ToggleModSelection,
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[Description("Random")]
SelectNextRandom,
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[Description("Rewind")]
SelectPreviousRandom,
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[Description("Beatmap Options")]
ToggleBeatmapOptions,
[Description("Verify mode")]
EditorVerifyMode,
[Description("Nudge selection left")]
EditorNudgeLeft,
[Description("Nudge selection right")]
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EditorNudgeRight,
[Description("Toggle skin editor")]
ToggleSkinEditor,
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}
}