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Handle global action in toolbar instead of osugame
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d0644221ff
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@ -885,10 +885,6 @@ namespace osu.Game
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frameworkConfig.GetBindable<ConfineMouseMode>(FrameworkSetting.ConfineMouseMode).SetDefault();
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return true;
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case GlobalAction.ToggleToolbar:
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Toolbar.ToggleVisibility();
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return true;
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case GlobalAction.ToggleGameplayMouseButtons:
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LocalConfig.Set(OsuSetting.MouseDisableButtons, !LocalConfig.Get<bool>(OsuSetting.MouseDisableButtons));
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return true;
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@ -13,10 +13,12 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets;
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using osu.Framework.Input.Bindings;
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using osu.Game.Input.Bindings;
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namespace osu.Game.Overlays.Toolbar
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{
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public class Toolbar : VisibilityContainer
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public class Toolbar : VisibilityContainer, IKeyBindingHandler<GlobalAction>
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{
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public const float HEIGHT = 40;
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public const float TOOLTIP_HEIGHT = 30;
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@ -30,7 +32,7 @@ namespace osu.Game.Overlays.Toolbar
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protected readonly IBindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>(OverlayActivation.All);
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// Toolbar components like RulesetSelector should receive keyboard input events even when the toolbar is hidden.
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// Toolbar and its components need keyboard input even when hidden.
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public override bool PropagateNonPositionalInputSubTree => true;
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public Toolbar()
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@ -164,5 +166,21 @@ namespace osu.Game.Overlays.Toolbar
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this.MoveToY(-DrawSize.Y, transition_time, Easing.OutQuint);
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this.FadeOut(transition_time, Easing.InQuint);
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}
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public bool OnPressed(GlobalAction action)
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{
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switch (action)
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{
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case GlobalAction.ToggleToolbar:
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ToggleVisibility();
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return true;
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}
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return false;
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}
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public void OnReleased(GlobalAction action)
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{
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}
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}
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}
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