mirror of
https://github.com/ppy/osu.git
synced 2025-02-05 04:13:03 +08:00
Improve documentation
This commit is contained in:
parent
798fff00b2
commit
641b3bd27e
@ -30,7 +30,7 @@ namespace osu.Game.Input
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="ruleset">A reference to identify the current <see cref="Ruleset"/>. Used to lookup mappings. Null for global mappings.</param>
|
/// <param name="ruleset">A reference to identify the current <see cref="Ruleset"/>. Used to lookup mappings. Null for global mappings.</param>
|
||||||
/// <param name="variant">An optional variant for the specified <see cref="Ruleset"/>. Used when a ruleset has more than one possible keyboard layouts.</param>
|
/// <param name="variant">An optional variant for the specified <see cref="Ruleset"/>. Used when a ruleset has more than one possible keyboard layouts.</param>
|
||||||
/// <param name="concurrencyMode">Specify how to deal with multiple matches of combinations and actions.</param>
|
/// <param name="concurrencyMode">Specify how to deal with multiple matches of <see cref="KeyCombination"/>s and <see cref="T"/>s.</param>
|
||||||
protected ActionMappingInputManager(RulesetInfo ruleset = null, int? variant = null, ConcurrentActionMode concurrencyMode = ConcurrentActionMode.None)
|
protected ActionMappingInputManager(RulesetInfo ruleset = null, int? variant = null, ConcurrentActionMode concurrencyMode = ConcurrentActionMode.None)
|
||||||
{
|
{
|
||||||
this.ruleset = ruleset;
|
this.ruleset = ruleset;
|
||||||
@ -114,17 +114,19 @@ namespace osu.Game.Input
|
|||||||
public enum ConcurrentActionMode
|
public enum ConcurrentActionMode
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// One action can be actuated at once. The first action matching a chord will take precedence and no other action will be actuated until it has been released.
|
/// 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.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
None,
|
None,
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Unique actions are allowed to be fired at the same time. There may therefore be more than one action in an actuated state at once.
|
/// 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.
|
||||||
/// If one action has multiple bindings, only the first will add actuation data, and the last to be released will add de-actuation data.
|
/// If one action has multiple bindings, only the first will trigger an <see cref="IHandleActions{T}.OnPressed"/>.
|
||||||
|
/// The last binding to be released will trigger an <see cref="IHandleActions{T}.OnReleased(T)"/>.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
UniqueActions,
|
UniqueActions,
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Both unique actions and the same action can be concurrently actuated.
|
/// 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"/>).
|
||||||
/// Same as <see cref="UniqueActions"/>, but multiple bindings for the same action will individually add actuation and de-actuation data to events.
|
/// 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.
|
||||||
|
/// The same goes for <see cref="IHandleActions{T}.OnReleased(T)"/>, which is fired for each matching binding that is released.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
UniqueAndSameActions,
|
UniqueAndSameActions,
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user