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Merge pull request #19661 from peppy/overlay-key-binding-organisation

Reorganise global bindings and split out overlay bindings to make things easier to find
This commit is contained in:
Dan Balasescu 2022-08-10 21:18:28 +09:00 committed by GitHub
commit 1721a91168
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4 changed files with 48 additions and 26 deletions

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@ -1,8 +1,6 @@
// 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.
#nullable disable
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
@ -15,8 +13,9 @@ namespace osu.Game.Input.Bindings
{
public class GlobalActionContainer : DatabasedKeyBindingContainer<GlobalAction>, IHandleGlobalKeyboardInput
{
private readonly Drawable handler;
private InputManager parentInputManager;
private readonly Drawable? handler;
private InputManager? parentInputManager;
public GlobalActionContainer(OsuGameBase game)
: base(matchingMode: KeyCombinationMatchingMode.Modifiers)
@ -32,7 +31,10 @@ namespace osu.Game.Input.Bindings
parentInputManager = GetContainingInputManager();
}
// IMPORTANT: Do not change the order of key bindings in this list.
// It is used to decide the order of precedence (see note in DatabasedKeyBindingContainer).
public override IEnumerable<IKeyBinding> DefaultKeyBindings => GlobalKeyBindings
.Concat(OverlayKeyBindings)
.Concat(EditorKeyBindings)
.Concat(InGameKeyBindings)
.Concat(SongSelectKeyBindings)
@ -40,25 +42,6 @@ namespace osu.Game.Input.Bindings
public IEnumerable<KeyBinding> GlobalKeyBindings => new[]
{
new KeyBinding(InputKey.F6, GlobalAction.ToggleNowPlaying),
new KeyBinding(InputKey.F8, GlobalAction.ToggleChat),
new KeyBinding(InputKey.F9, GlobalAction.ToggleSocial),
new KeyBinding(InputKey.F10, GlobalAction.ToggleGameplayMouseButtons),
new KeyBinding(InputKey.F12, GlobalAction.TakeScreenshot),
new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.F }, GlobalAction.ToggleFPSDisplay),
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),
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),
new KeyBinding(InputKey.ExtraMouseButton1, GlobalAction.Back),
new KeyBinding(new[] { InputKey.Alt, InputKey.Home }, GlobalAction.Home),
new KeyBinding(InputKey.Up, GlobalAction.SelectPrevious),
new KeyBinding(InputKey.Down, GlobalAction.SelectNext),
@ -69,7 +52,31 @@ namespace osu.Game.Input.Bindings
new KeyBinding(InputKey.Enter, GlobalAction.Select),
new KeyBinding(InputKey.KeypadEnter, GlobalAction.Select),
new KeyBinding(InputKey.Escape, GlobalAction.Back),
new KeyBinding(InputKey.ExtraMouseButton1, GlobalAction.Back),
new KeyBinding(new[] { InputKey.Alt, InputKey.Home }, GlobalAction.Home),
new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.F }, GlobalAction.ToggleFPSDisplay),
new KeyBinding(new[] { InputKey.Control, InputKey.T }, GlobalAction.ToggleToolbar),
new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.S }, GlobalAction.ToggleSkinEditor),
new KeyBinding(new[] { InputKey.Control, InputKey.Alt, InputKey.R }, GlobalAction.ResetInputSettings),
new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.R }, GlobalAction.RandomSkin),
new KeyBinding(InputKey.F10, GlobalAction.ToggleGameplayMouseButtons),
new KeyBinding(InputKey.F12, GlobalAction.TakeScreenshot),
};
public IEnumerable<KeyBinding> OverlayKeyBindings => new[]
{
new KeyBinding(InputKey.F8, GlobalAction.ToggleChat),
new KeyBinding(InputKey.F6, GlobalAction.ToggleNowPlaying),
new KeyBinding(InputKey.F9, GlobalAction.ToggleSocial),
new KeyBinding(new[] { InputKey.Control, InputKey.D }, GlobalAction.ToggleBeatmapListing),
new KeyBinding(new[] { InputKey.Control, InputKey.O }, GlobalAction.ToggleSettings),
new KeyBinding(new[] { InputKey.Control, InputKey.N }, GlobalAction.ToggleNotifications),
};
public IEnumerable<KeyBinding> EditorKeyBindings => new[]

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@ -19,6 +19,11 @@ namespace osu.Game.Localisation
/// </summary>
public static LocalisableString GlobalKeyBindingHeader => new TranslatableString(getKey(@"global_key_binding_header"), @"Global");
/// <summary>
/// "Overlays"
/// </summary>
public static LocalisableString OverlaysSection => new TranslatableString(getKey(@"overlays_section"), @"Overlays");
/// <summary>
/// "Song Select"
/// </summary>

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@ -1,8 +1,6 @@
// 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.
#nullable disable
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
@ -23,6 +21,7 @@ namespace osu.Game.Overlays.Settings.Sections.Input
public GlobalKeyBindingsSection(GlobalActionContainer manager)
{
Add(new DefaultBindingsSubsection(manager));
Add(new OverlayBindingsSubsection(manager));
Add(new AudioControlKeyBindingsSubsection(manager));
Add(new SongSelectKeyBindingSubsection(manager));
Add(new InGameKeyBindingsSubsection(manager));
@ -40,6 +39,17 @@ namespace osu.Game.Overlays.Settings.Sections.Input
}
}
private class OverlayBindingsSubsection : KeyBindingsSubsection
{
protected override LocalisableString Header => InputSettingsStrings.OverlaysSection;
public OverlayBindingsSubsection(GlobalActionContainer manager)
: base(null)
{
Defaults = manager.OverlayKeyBindings;
}
}
private class SongSelectKeyBindingSubsection : KeyBindingsSubsection
{
protected override LocalisableString Header => InputSettingsStrings.SongSelectSection;

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@ -110,7 +110,7 @@ namespace osu.Game.Tests.Visual
// Specific to tests, the player can be disposed without OnExiting() ever being called.
// We should make sure that the gameplay session has finished even in this case.
if (LoadedBeatmapSuccessfully)
spectatorClient.EndPlaying(GameplayState);
spectatorClient?.EndPlaying(GameplayState);
}
}
}