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Reorder defaults to give non-global areas priority for global actions
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@ -64,12 +64,20 @@ namespace osu.Game.Input.Bindings
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protected override void ReloadMappings()
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protected override void ReloadMappings()
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{
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{
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var defaults = DefaultKeyBindings.ToList();
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if (ruleset != null && !ruleset.ID.HasValue)
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if (ruleset != null && !ruleset.ID.HasValue)
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// if the provided ruleset is not stored to the database, we have no way to retrieve custom bindings.
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// if the provided ruleset is not stored to the database, we have no way to retrieve custom bindings.
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// fallback to defaults instead.
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// fallback to defaults instead.
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KeyBindings = DefaultKeyBindings;
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KeyBindings = defaults;
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else
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else
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KeyBindings = store.Query(ruleset?.ID, variant).ToList();
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{
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KeyBindings = store.Query(ruleset?.ID, variant)
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// this ordering is important to ensure that we read entries from the database in the order
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// enforced by DefaultKeyBindings. allow for song select to handle actions that may otherwise
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// have been eaten by the music controller due to query order.
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.OrderBy(b => defaults.FindIndex(d => (int)d.Action == b.IntAction)).ToList();
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}
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}
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}
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}
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}
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}
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}
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@ -28,10 +28,10 @@ namespace osu.Game.Input.Bindings
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}
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}
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public override IEnumerable<IKeyBinding> DefaultKeyBindings => GlobalKeyBindings
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public override IEnumerable<IKeyBinding> DefaultKeyBindings => GlobalKeyBindings
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.Concat(EditorKeyBindings)
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.Concat(InGameKeyBindings)
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.Concat(InGameKeyBindings)
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.Concat(AudioControlKeyBindings)
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.Concat(SongSelectKeyBindings)
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.Concat(SongSelectKeyBindings)
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.Concat(EditorKeyBindings);
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.Concat(AudioControlKeyBindings);
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public IEnumerable<KeyBinding> GlobalKeyBindings => new[]
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public IEnumerable<KeyBinding> GlobalKeyBindings => new[]
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{
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{
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