2017-08-11 15:11:46 +08:00
using osu.Framework.Allocation ;
using osu.Framework.Input.Bindings ;
using osu.Game.Rulesets ;
namespace osu.Game.Input.Bindings
{
/// <summary>
/// A KeyBindingInputManager with a database backing for custom overrides.
/// </summary>
/// <typeparam name="T">The type of the custom action.</typeparam>
public abstract class DatabasedKeyBindingInputManager < T > : KeyBindingInputManager < T >
where T : struct
{
private readonly RulesetInfo ruleset ;
private readonly int? variant ;
private BindingStore store ;
/// <summary>
/// Create a new instance.
/// </summary>
/// <param name="ruleset">A reference to identify the current <see cref="Ruleset"/>. Used to lookup mappings. Null for global mappings.</param>
/// <param name="variant">An optional variant for the specified <see cref="Ruleset"/>. Used when a ruleset has more than one possible keyboard layouts.</param>
2017-08-12 18:54:07 +08:00
/// <param name="simultaneousMode">Specify how to deal with multiple matches of <see cref="KeyCombination"/>s and <see cref="T"/>s.</param>
protected DatabasedKeyBindingInputManager ( RulesetInfo ruleset = null , int? variant = null , SimultaneousBindingMode simultaneousMode = SimultaneousBindingMode . None )
: base ( simultaneousMode )
2017-08-11 15:11:46 +08:00
{
this . ruleset = ruleset ;
this . variant = variant ;
}
[BackgroundDependencyLoader]
private void load ( BindingStore bindings )
{
store = bindings ;
}
protected override void ReloadMappings ( )
{
// load defaults
base . ReloadMappings ( ) ;
var rulesetId = ruleset ? . ID ;
// load from database if present.
if ( store ! = null )
{
foreach ( var b in store . Query < DatabasedKeyBinding > ( b = > b . RulesetID = = rulesetId & & b . Variant = = variant ) )
Mappings . Add ( b ) ;
}
}
}
}