mirror of
https://github.com/ppy/osu.git
synced 2025-01-13 09:23:06 +08:00
Move a lot of code to framework
This commit is contained in:
parent
8ae010f62b
commit
48d4ed55e9
@ -3,12 +3,13 @@
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using System.Collections.Generic;
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using System.ComponentModel;
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using osu.Game.Input;
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using osu.Framework.Input.Bindings;
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using osu.Game.Input.Bindings;
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using OpenTK.Input;
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namespace osu.Game.Rulesets.Catch
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{
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public class CatchInputManager : ActionMappingInputManager<CatchAction>
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public class CatchInputManager : DatabasedKeyBindingInputManager<CatchAction>
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{
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public CatchInputManager(RulesetInfo ruleset) : base(ruleset, concurrencyMode: ConcurrentActionMode.UniqueActions)
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{
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@ -8,8 +8,8 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Input.Bindings;
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using osu.Framework.MathUtils;
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using osu.Game.Input;
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using osu.Game.Rulesets.Catch.Judgements;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Objects.Drawable;
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@ -48,7 +48,7 @@ namespace osu.Game.Rulesets.Catch.UI
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catcher.Size = new Vector2(DrawSize.Y);
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}
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private class Catcher : Container, IHandleActions<CatchAction>
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private class Catcher : Container, IHandleKeyBindings<CatchAction>
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{
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private Texture texture;
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@ -7,12 +7,12 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Input;
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using osu.Framework.Input.Bindings;
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using OpenTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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{
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public class CirclePiece : Container, IHandleActions<OsuAction>
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public class CirclePiece : Container, IHandleKeyBindings<OsuAction>
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{
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private readonly Sprite disc;
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@ -4,14 +4,15 @@
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Input;
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using osu.Game.Input;
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using osu.Framework.Input.Bindings;
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using osu.Game.Input.Bindings;
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using OpenTK.Input;
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using KeyboardState = osu.Framework.Input.KeyboardState;
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using MouseState = osu.Framework.Input.MouseState;
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namespace osu.Game.Rulesets.Osu
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{
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public class OsuInputManager : ActionMappingInputManager<OsuAction>
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public class OsuInputManager : DatabasedKeyBindingInputManager<OsuAction>
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{
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public OsuInputManager(RulesetInfo ruleset) : base(ruleset, concurrencyMode: ConcurrentActionMode.UniqueActions)
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{
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@ -8,15 +8,15 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Bindings;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Input;
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using OpenTK;
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using OpenTK.Graphics;
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namespace osu.Game.Rulesets.Osu.UI.Cursor
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{
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public class GameplayCursor : CursorContainer, IHandleActions<OsuAction>
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public class GameplayCursor : CursorContainer, IHandleKeyBindings<OsuAction>
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{
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protected override Drawable CreateCursor() => new OsuCursor();
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@ -1,141 +0,0 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Game.Rulesets;
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namespace osu.Game.Input
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{
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/// <summary>
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/// Maps input actions to custom action data of type <see cref="T"/>. Use in conjunction with <see cref="Drawable"/>s implementing <see cref="IHandleActions{T}"/>.
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/// </summary>
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/// <typeparam name="T">The type of the custom action.</typeparam>
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public abstract class ActionMappingInputManager<T> : PassThroughInputManager
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where T : struct
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{
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private readonly RulesetInfo ruleset;
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private readonly int? variant;
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private readonly ConcurrentActionMode concurrencyMode;
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private readonly List<Binding> mappings = new List<Binding>();
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/// <summary>
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/// Create a new instance.
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/// </summary>
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/// <param name="ruleset">A reference to identify the current <see cref="Ruleset"/>. Used to lookup mappings. Null for global mappings.</param>
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/// <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="concurrencyMode">Specify how to deal with multiple matches of <see cref="KeyCombination"/>s and <see cref="T"/>s.</param>
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protected ActionMappingInputManager(RulesetInfo ruleset = null, int? variant = null, ConcurrentActionMode concurrencyMode = ConcurrentActionMode.None)
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{
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this.ruleset = ruleset;
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this.variant = variant;
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this.concurrencyMode = concurrencyMode;
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}
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protected abstract IDictionary<KeyCombination, T> CreateDefaultMappings();
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private BindingStore store;
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[BackgroundDependencyLoader]
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private void load(BindingStore bindings)
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{
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store = bindings;
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ReloadMappings();
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}
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protected void ReloadMappings()
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{
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var rulesetId = ruleset?.ID;
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mappings.Clear();
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foreach (var kvp in CreateDefaultMappings())
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mappings.Add(new Binding(kvp.Key, kvp.Value));
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if (store != null)
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{
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foreach (var b in store.Query<Binding>(b => b.RulesetID == rulesetId && b.Variant == variant))
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mappings.Add(b);
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}
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}
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private readonly List<Binding> pressedBindings = new List<Binding>();
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protected override bool PropagateKeyDown(IEnumerable<Drawable> drawables, InputState state, KeyDownEventArgs args)
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{
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bool handled = false;
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if (args.Repeat)
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{
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if (pressedBindings.Count > 0)
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return true;
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return base.PropagateKeyDown(drawables, state, args);
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}
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if (concurrencyMode == ConcurrentActionMode.None && pressedBindings.Count > 0)
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return true;
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Binding validBinding;
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while ((validBinding = mappings.Except(pressedBindings).LastOrDefault(m => m.Keys.CheckValid(state.Keyboard.Keys, concurrencyMode == ConcurrentActionMode.None))) != null)
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{
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if (concurrencyMode == ConcurrentActionMode.UniqueAndSameActions || pressedBindings.All(p => p.Action != validBinding.Action))
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handled = drawables.OfType<IHandleActions<T>>().Any(d => d.OnPressed(validBinding.GetAction<T>()));
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// store both the pressed combination and the resulting action, just in case the assignments change while we are actuated.
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pressedBindings.Add(validBinding);
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}
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return handled || base.PropagateKeyDown(drawables, state, args);
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}
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protected override bool PropagateKeyUp(IEnumerable<Drawable> drawables, InputState state, KeyUpEventArgs args)
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{
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bool handled = false;
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foreach (var binding in pressedBindings.ToList())
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{
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if (!binding.Keys.CheckValid(state.Keyboard.Keys, concurrencyMode == ConcurrentActionMode.None))
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{
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// clear the no-longer-valid combination/action.
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pressedBindings.Remove(binding);
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if (concurrencyMode == ConcurrentActionMode.UniqueAndSameActions || pressedBindings.All(p => p.Action != binding.Action))
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{
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// set data as KeyUp if we're all done with this action.
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handled = drawables.OfType<IHandleActions<T>>().Any(d => d.OnReleased(binding.GetAction<T>()));
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}
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}
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}
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return handled || base.PropagateKeyUp(drawables, state, args);
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}
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}
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public enum ConcurrentActionMode
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{
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/// <summary>
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/// One action can be pressed at once. The first action matching a chord will take precedence and no other action will be pressed until it has first been released.
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/// </summary>
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None,
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/// <summary>
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/// Unique actions are allowed to be pressed at the same time. There may therefore be more than one action in an actuated state at once.
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/// If one action has multiple bindings, only the first will trigger an <see cref="IHandleActions{T}.OnPressed"/>.
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/// The last binding to be released will trigger an <see cref="IHandleActions{T}.OnReleased(T)"/>.
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/// </summary>
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UniqueActions,
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/// <summary>
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/// Unique actions are allowed to be pressed at the same time. There may therefore be more than one action in an actuated state at once (same as <see cref="UniqueActions"/>).
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/// In addition to this, multiple <see cref="IHandleActions{T}.OnPressed"/> are fired for single actions, even if <see cref="IHandleActions{T}.OnReleased(T)"/> has not yet been fired.
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/// The same goes for <see cref="IHandleActions{T}.OnReleased(T)"/>, which is fired for each matching binding that is released.
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/// </summary>
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UniqueAndSameActions,
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}
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}
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@ -1,45 +0,0 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets;
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using SQLite.Net.Attributes;
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using SQLiteNetExtensions.Attributes;
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namespace osu.Game.Input
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{
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public class Binding
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{
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[ForeignKey(typeof(RulesetInfo))]
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public int? RulesetID { get; set; }
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[Indexed]
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public int? Variant { get; set; }
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[Column("Keys")]
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public string KeysString
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{
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get { return Keys.ToString(); }
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set { Keys = value; }
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}
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[Ignore]
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public KeyCombination Keys { get; private set; }
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public int Action { get; private set; }
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public Binding()
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{
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}
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public Binding(KeyCombination keys, object action)
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{
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Keys = keys;
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Action = (int)action;
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}
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public virtual T GetAction<T>() => (T)(object)Action;
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public override string ToString() => $"{KeysString}=>{Action}";
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}
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}
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using System;
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using osu.Framework.Platform;
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using osu.Game.Database;
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using osu.Game.Input.Bindings;
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using SQLite.Net;
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namespace osu.Game.Input
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@ -35,12 +36,12 @@ namespace osu.Game.Input
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protected override void Prepare(bool reset = false)
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{
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Connection.CreateTable<Binding>();
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Connection.CreateTable<DatabasedKeyBinding>();
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}
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protected override Type[] ValidTypes => new[]
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{
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typeof(Binding)
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typeof(DatabasedKeyBinding)
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};
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}
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31
osu.Game/Input/Bindings/DatabasedKeyBinding.cs
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31
osu.Game/Input/Bindings/DatabasedKeyBinding.cs
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@ -0,0 +1,31 @@
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using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets;
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using SQLite.Net.Attributes;
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using SQLiteNetExtensions.Attributes;
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namespace osu.Game.Input.Bindings
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{
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[Table("KeyBinding")]
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public class DatabasedKeyBinding : KeyBinding
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{
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[ForeignKey(typeof(RulesetInfo))]
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public int? RulesetID { get; set; }
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[Indexed]
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public int? Variant { get; set; }
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[Column("Keys")]
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public string KeysString
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{
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get { return Keys.ToString(); }
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private set { Keys = value; }
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}
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[Column("Action")]
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public new int Action
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{
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get { return base.Action; }
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private set { base.Action = value; }
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}
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}
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}
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54
osu.Game/Input/Bindings/DatabasedKeyBindingInputManager.cs
Normal file
54
osu.Game/Input/Bindings/DatabasedKeyBindingInputManager.cs
Normal file
@ -0,0 +1,54 @@
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using osu.Framework.Allocation;
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using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets;
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namespace osu.Game.Input.Bindings
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{
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/// <summary>
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/// A KeyBindingInputManager with a database backing for custom overrides.
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/// </summary>
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/// <typeparam name="T">The type of the custom action.</typeparam>
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public abstract class DatabasedKeyBindingInputManager<T> : KeyBindingInputManager<T>
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where T : struct
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{
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private readonly RulesetInfo ruleset;
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private readonly int? variant;
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private BindingStore store;
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/// <summary>
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/// Create a new instance.
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/// </summary>
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/// <param name="ruleset">A reference to identify the current <see cref="Ruleset"/>. Used to lookup mappings. Null for global mappings.</param>
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/// <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="concurrencyMode">Specify how to deal with multiple matches of <see cref="KeyCombination"/>s and <see cref="T"/>s.</param>
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protected DatabasedKeyBindingInputManager(RulesetInfo ruleset = null, int? variant = null, ConcurrentActionMode concurrencyMode = ConcurrentActionMode.None)
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: base(concurrencyMode)
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{
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this.ruleset = ruleset;
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this.variant = variant;
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}
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[BackgroundDependencyLoader]
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private void load(BindingStore bindings)
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{
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store = bindings;
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}
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protected override void ReloadMappings()
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{
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// load defaults
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base.ReloadMappings();
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var rulesetId = ruleset?.ID;
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// load from database if present.
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if (store != null)
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{
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foreach (var b in store.Query<DatabasedKeyBinding>(b => b.RulesetID == rulesetId && b.Variant == variant))
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Mappings.Add(b);
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}
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}
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}
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}
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@ -7,16 +7,17 @@ using System.ComponentModel;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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namespace osu.Game.Input
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namespace osu.Game.Input.Bindings
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{
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public class GlobalActionMappingInputManager : ActionMappingInputManager<GlobalAction>
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public class GlobalBindingInputManager : DatabasedKeyBindingInputManager<GlobalAction>
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{
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private readonly Drawable handler;
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public GlobalActionMappingInputManager(OsuGameBase game)
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public GlobalBindingInputManager(OsuGameBase game)
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{
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if (game is IHandleActions<GlobalAction>)
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if (game is IHandleKeyBindings<GlobalAction>)
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handler = game;
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}
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|
@ -1,12 +0,0 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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namespace osu.Game.Input
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{
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public interface IHandleActions<in T>
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where T : struct
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{
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bool OnPressed(T action);
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bool OnReleased(T action);
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}
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}
|
@ -1,66 +0,0 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
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|
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenTK.Input;
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namespace osu.Game.Input
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{
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/// <summary>
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/// Represent a combination of more than one <see cref="Key"/>s.
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/// </summary>
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public class KeyCombination : IEquatable<KeyCombination>
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{
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public readonly IEnumerable<Key> Keys;
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public KeyCombination(params Key[] keys)
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{
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Keys = keys;
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}
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public KeyCombination(IEnumerable<Key> keys)
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{
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Keys = keys;
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}
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public KeyCombination(string stringRepresentation)
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{
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Keys = stringRepresentation.Split(',').Select(s => (Key)int.Parse(s));
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}
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public bool CheckValid(IEnumerable<Key> keys, bool requireExactMatch = false)
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{
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if (requireExactMatch)
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return Keys.SequenceEqual(keys);
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else
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return !Keys.Except(keys).Any();
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}
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public bool Equals(KeyCombination other)
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{
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if (ReferenceEquals(null, other)) return false;
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if (ReferenceEquals(this, other)) return true;
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return Keys.SequenceEqual(other.Keys);
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}
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public override bool Equals(object obj)
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{
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if (ReferenceEquals(null, obj)) return false;
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if (ReferenceEquals(this, obj)) return true;
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if (obj.GetType() != GetType()) return false;
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return Equals((KeyCombination)obj);
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}
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public override int GetHashCode() => Keys != null ? Keys.Select(k => k.GetHashCode()).Aggregate((h1, h2) => h1 + h2) : 0;
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public static implicit operator KeyCombination(Key singleKey) => new KeyCombination(singleKey);
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public static implicit operator KeyCombination(string stringRepresentation) => new KeyCombination(stringRepresentation);
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|
||||
public static implicit operator KeyCombination(Key[] keys) => new KeyCombination(keys);
|
||||
|
||||
public override string ToString() => Keys.Select(k => ((int)k).ToString()).Aggregate((s1, s2) => $"{s1},{s2}");
|
||||
}
|
||||
}
|
@ -18,6 +18,7 @@ using osu.Game.Screens.Menu;
|
||||
using OpenTK;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using osu.Framework.Input.Bindings;
|
||||
using osu.Framework.Platform;
|
||||
using osu.Framework.Threading;
|
||||
using osu.Game.Graphics;
|
||||
@ -25,11 +26,11 @@ using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Overlays.Notifications;
|
||||
using osu.Game.Rulesets;
|
||||
using osu.Game.Screens.Play;
|
||||
using osu.Game.Input;
|
||||
using osu.Game.Input.Bindings;
|
||||
|
||||
namespace osu.Game
|
||||
{
|
||||
public class OsuGame : OsuGameBase, IHandleActions<GlobalAction>
|
||||
public class OsuGame : OsuGameBase, IHandleKeyBindings<GlobalAction>
|
||||
{
|
||||
public Toolbar Toolbar;
|
||||
|
||||
|
@ -20,6 +20,7 @@ using SQLite.Net;
|
||||
using osu.Framework.Graphics.Performance;
|
||||
using osu.Game.Database;
|
||||
using osu.Game.Input;
|
||||
using osu.Game.Input.Bindings;
|
||||
using osu.Game.IO;
|
||||
using osu.Game.Rulesets;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
@ -187,7 +188,7 @@ namespace osu.Game
|
||||
Children = new Drawable[]
|
||||
{
|
||||
Cursor = new MenuCursor(),
|
||||
new GlobalActionMappingInputManager(this)
|
||||
new GlobalBindingInputManager(this)
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Child = new OsuTooltipContainer(Cursor)
|
||||
|
@ -245,7 +245,7 @@ namespace osu.Game.Overlays.Settings.Sections.General
|
||||
{
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Text = "Register new account",
|
||||
//Action = registerLink
|
||||
//Binding = registerLink
|
||||
}
|
||||
};
|
||||
}
|
||||
|
@ -39,7 +39,7 @@ namespace osu.Game.Screens.Select
|
||||
/// <param name="text">Text on the button.</param>
|
||||
/// <param name="colour">Colour of the button.</param>
|
||||
/// <param name="hotkey">Hotkey of the button.</param>
|
||||
/// <param name="action">Action the button does.</param>
|
||||
/// <param name="action">Binding the button does.</param>
|
||||
/// <param name="depth">
|
||||
/// <para>Higher depth to be put on the left, and lower to be put on the right.</para>
|
||||
/// <para>Notice this is different to <see cref="Options.BeatmapOptionsOverlay"/>!</para>
|
||||
|
@ -86,7 +86,7 @@ namespace osu.Game.Screens.Select.Options
|
||||
/// <param name="colour">Colour of the button.</param>
|
||||
/// <param name="icon">Icon of the button.</param>
|
||||
/// <param name="hotkey">Hotkey of the button.</param>
|
||||
/// <param name="action">Action the button does.</param>
|
||||
/// <param name="action">Binding the button does.</param>
|
||||
/// <param name="depth">
|
||||
/// <para>Lower depth to be put on the left, and higher to be put on the right.</para>
|
||||
/// <para>Notice this is different to <see cref="Footer"/>!</para>
|
||||
|
@ -92,11 +92,10 @@
|
||||
<Compile Include="Graphics\UserInterface\MenuItemType.cs" />
|
||||
<Compile Include="Graphics\UserInterface\OsuContextMenu.cs" />
|
||||
<Compile Include="Graphics\UserInterface\OsuContextMenuItem.cs" />
|
||||
<Compile Include="Input\Binding.cs" />
|
||||
<Compile Include="Input\Bindings\DatabasedKeyBinding.cs" />
|
||||
<Compile Include="Input\Bindings\DatabasedKeyBindingInputManager.cs" />
|
||||
<Compile Include="Input\BindingStore.cs" />
|
||||
<Compile Include="Input\IHandleActions.cs" />
|
||||
<Compile Include="Input\KeyCombination.cs" />
|
||||
<Compile Include="Input\GlobalActionMappingInputManager.cs" />
|
||||
<Compile Include="Input\Bindings\GlobalBindingInputManager.cs" />
|
||||
<Compile Include="IO\FileStore.cs" />
|
||||
<Compile Include="IO\FileInfo.cs" />
|
||||
<Compile Include="Online\API\Requests\GetUsersRequest.cs" />
|
||||
@ -123,7 +122,6 @@
|
||||
<Compile Include="Overlays\Profile\Sections\RecentSection.cs" />
|
||||
<Compile Include="Graphics\Containers\ConstrainedIconContainer.cs" />
|
||||
<Compile Include="Rulesets\Mods\IApplicableToDifficulty.cs" />
|
||||
<Compile Include="Input\ActionMappingInputManager.cs" />
|
||||
<Compile Include="Users\UserCoverBackground.cs" />
|
||||
<Compile Include="Overlays\UserProfileOverlay.cs" />
|
||||
<Compile Include="Overlays\Profile\ProfileHeader.cs" />
|
||||
|
Loading…
Reference in New Issue
Block a user