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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 osu.Framework.Allocation ;
using osu.Framework.Input.Bindings ;
using osu.Game.Rulesets ;
using System.Linq ;
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 class DatabasedKeyBindingContainer < T > : KeyBindingContainer < T >
where T : struct
{
private readonly RulesetInfo ruleset ;
private readonly int? variant ;
private KeyBindingStore store ;
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public override IEnumerable < IKeyBinding > DefaultKeyBindings = > ruleset . CreateInstance ( ) . GetDefaultKeyBindings ( variant ? ? 0 ) ;
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/// <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>
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/// <param name="simultaneousMode">Specify how to deal with multiple matches of <see cref="KeyCombination"/>s and <typeparamref name="T"/>s.</param>
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/// <param name="matchingMode">Specify how to deal with exact <see cref="KeyCombination"/> matches.</param>
public DatabasedKeyBindingContainer ( RulesetInfo ruleset = null , int? variant = null , SimultaneousBindingMode simultaneousMode = SimultaneousBindingMode . None , KeyCombinationMatchingMode matchingMode = KeyCombinationMatchingMode . Any )
: base ( simultaneousMode , matchingMode )
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{
this . ruleset = ruleset ;
this . variant = variant ;
if ( ruleset ! = null & & variant = = null )
throw new InvalidOperationException ( $"{nameof(variant)} can not be null when a non-null {nameof(ruleset)} is provided." ) ;
}
[BackgroundDependencyLoader]
private void load ( KeyBindingStore keyBindings )
{
store = keyBindings ;
}
protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
store . KeyBindingChanged + = ReloadMappings ;
}
protected override void Dispose ( bool isDisposing )
{
base . Dispose ( isDisposing ) ;
if ( store ! = null )
store . KeyBindingChanged - = ReloadMappings ;
}
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protected override void ReloadMappings ( )
{
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var defaults = DefaultKeyBindings . ToList ( ) ;
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if ( ruleset ! = null & & ! ruleset . ID . HasValue )
// if the provided ruleset is not stored to the database, we have no way to retrieve custom bindings.
// fallback to defaults instead.
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KeyBindings = defaults ;
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else
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{
KeyBindings = store . Query ( ruleset ? . ID , variant )
// this ordering is important to ensure that we read entries from the database in the order
// enforced by DefaultKeyBindings. allow for song select to handle actions that may otherwise
// have been eaten by the music controller due to query order.
. OrderBy ( b = > defaults . FindIndex ( d = > ( int ) d . Action = = b . IntAction ) ) . ToList ( ) ;
}
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}
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}
}