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Improve default key binding logic
Defaults will be added to the database as long as the database has unbalanced counts for any actions.
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parent
3bee36f6a2
commit
2bd0981738
@ -44,7 +44,7 @@ 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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KeyBindings = store.GetProcessedList(DefaultMappings, ruleset?.ID, variant);
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KeyBindings = store.Query(ruleset?.ID, variant);
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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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@ -22,14 +22,11 @@ namespace osu.Game.Input
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{
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{
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var ruleset = info.CreateInstance();
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var ruleset = info.CreateInstance();
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foreach (var variant in ruleset.AvailableVariants)
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foreach (var variant in ruleset.AvailableVariants)
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GetProcessedList(ruleset.GetDefaultKeyBindings(), info.ID, variant);
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insertDefaults(ruleset.GetDefaultKeyBindings(), info.ID, variant);
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}
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}
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}
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}
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public void Register(KeyBindingInputManager manager)
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public void Register(KeyBindingInputManager manager) => insertDefaults(manager.DefaultMappings);
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{
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GetProcessedList(manager.DefaultMappings);
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}
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protected override int StoreVersion => 3;
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protected override int StoreVersion => 3;
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@ -61,29 +58,37 @@ namespace osu.Game.Input
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Connection.CreateTable<DatabasedKeyBinding>();
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Connection.CreateTable<DatabasedKeyBinding>();
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}
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}
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private void insertDefaults(IEnumerable<KeyBinding> defaults, int? rulesetId = null, int? variant = null)
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{
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var query = Query(rulesetId, variant);
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// compare counts in database vs defaults
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foreach (var group in defaults.GroupBy(k => k.Action))
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{
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int count;
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while (group.Count() > (count = query.Count(k => (int)k.Action == (int)group.Key)))
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{
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var insertable = group.Skip(count).First();
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// insert any defaults which are missing.
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Connection.Insert(new DatabasedKeyBinding
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{
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KeyCombination = insertable.KeyCombination,
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Action = (int)insertable.Action,
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RulesetID = rulesetId,
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Variant = variant
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});
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}
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}
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}
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protected override Type[] ValidTypes => new[]
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protected override Type[] ValidTypes => new[]
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{
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{
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typeof(DatabasedKeyBinding)
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typeof(DatabasedKeyBinding)
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};
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};
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public IEnumerable<KeyBinding> GetProcessedList(IEnumerable<KeyBinding> defaults, int? rulesetId = null, int? variant = null)
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public IEnumerable<KeyBinding> Query(int? rulesetId = null, int? variant = null) =>
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{
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Query<DatabasedKeyBinding>(b => b.RulesetID == rulesetId && b.Variant == variant);
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var databaseEntries = Query<DatabasedKeyBinding>(b => b.RulesetID == rulesetId && b.Variant == variant);
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if (!databaseEntries.Any())
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{
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// if there are no entries for this category in the database, we should populate our defaults.
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Connection.InsertAll(defaults.Select(k => new DatabasedKeyBinding
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{
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KeyCombination = k.KeyCombination,
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Action = (int)k.Action,
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RulesetID = rulesetId,
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Variant = variant
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}));
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}
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return databaseEntries;
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}
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public void Update(KeyBinding keyBinding)
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public void Update(KeyBinding keyBinding)
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{
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{
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@ -202,6 +202,7 @@ namespace osu.Game
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}
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}
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});
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});
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KeyBindingStore.Register(globalBinding);
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dependencies.Cache(globalBinding);
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dependencies.Cache(globalBinding);
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// TODO: This is temporary until we reimplement the local FPS display.
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// TODO: This is temporary until we reimplement the local FPS display.
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