1
0
mirror of https://github.com/ppy/osu.git synced 2026-05-24 06:19:55 +08:00

revert: changes made for preset hotkeys in SequentialModHotkeyHandler

This commit is contained in:
iwa
2026-01-20 22:21:21 +01:00
Unverified
parent 0ea060c612
commit 042f716b2a
@@ -12,10 +12,10 @@ namespace osu.Game.Overlays.Mods.Input
{
/// <summary>
/// This implementation of <see cref="IModHotkeyHandler"/> receives a sequence of <see cref="Key"/>s,
/// and maps the sequence of keys onto the items it is provided in <see cref="HandleModHotkeyPressed"/> and <see cref="HandlePresetHotkeyPressed"/>.
/// and maps the sequence of keys onto the items it is provided in <see cref="HandleModHotkeyPressed"/>.
/// In this case, particular mods are not bound to particular keys, the hotkeys are a byproduct of mod ordering.
/// </summary>
public class SequentialModHotkeyHandler : IModHotkeyHandler, IPresetHotkeyHandler
public class SequentialModHotkeyHandler : IModHotkeyHandler
{
public static SequentialModHotkeyHandler Create(ModType modType)
{
@@ -35,11 +35,6 @@ namespace osu.Game.Overlays.Mods.Input
}
}
public static SequentialModHotkeyHandler CreateForPresets()
{
return new SequentialModHotkeyHandler(new[] { Key.Number1, Key.Number2, Key.Number3, Key.Number4, Key.Number5, Key.Number6, Key.Number7, Key.Number8, Key.Number9, Key.Number0 });
}
private readonly Key[] toggleKeys;
private SequentialModHotkeyHandler(Key[] keys)
@@ -60,20 +55,5 @@ namespace osu.Game.Overlays.Mods.Input
modState.Active.Toggle();
return true;
}
public bool HandlePresetHotkeyPressed(KeyDownEvent e, IEnumerable<ModPresetPanel> availablePresets)
{
int index = Array.IndexOf(toggleKeys, e.Key);
if (index < 0)
return false;
var panel = availablePresets.ElementAtOrDefault(index);
if (panel == null)
return false;
panel.Toggle();
return true;
}
}
}