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Allow starting beatmap with autoplay via ctrl-enter
This commit is contained in:
committed by
Dean Herbert
Unverified
parent
87c97ad0b5
commit
8e7c093476
@@ -356,11 +356,11 @@ namespace osu.Game.Graphics.Carousel
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{
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switch (e.Key)
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{
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// this is a special hard-coded case to allow activating item with modifier keys pressed
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// (e.g. press Ctrl+Enter to start beatmap with autoplay mod selected).
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// We can't rely on GlobalAction.Select as it only responds to pressing the key without any modifiers.
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case Key.Enter:
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case Key.KeypadEnter:
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// this is a special hard-coded case to allow activating item with modifier keys pressed
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// (e.g. press Ctrl+Enter to start beatmap with autoplay mod selected).
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// We can't rely on GlobalAction.Select for that as it only responds to pressing the key without any modifiers.
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if (currentKeyboardSelection.CarouselItem != null)
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Activate(currentKeyboardSelection.CarouselItem);
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return true;
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@@ -2,11 +2,18 @@
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// See the LICENCE file in the repository root for full licence text.
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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 osu.Framework.Allocation;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Localisation;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Play;
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using osu.Game.Utils;
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namespace osu.Game.Screens.SelectV2
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{
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@@ -26,17 +33,92 @@ namespace osu.Game.Screens.SelectV2
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this.Push(new EditorLoader());
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}
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private PlayerLoader? playerLoader;
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private IReadOnlyList<Mod>? modsAtGameplayStart;
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[Resolved]
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private INotificationOverlay? notifications { get; set; }
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protected override bool OnStart()
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{
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this.Push(new PlayerLoaderV2(() => new SoloPlayer()));
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if (playerLoader != null) return false;
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modsAtGameplayStart = Mods.Value;
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// Ctrl+Enter should start map with autoplay enabled.
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if (GetContainingInputManager()?.CurrentState?.Keyboard.ControlPressed == true)
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{
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var autoInstance = getAutoplayMod();
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if (autoInstance == null)
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{
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notifications?.Post(new SimpleNotification
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{
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Text = NotificationsStrings.NoAutoplayMod
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});
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return false;
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}
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var mods = Mods.Value.Append(autoInstance).ToArray();
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if (!ModUtils.CheckCompatibleSet(mods, out var invalid))
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mods = mods.Except(invalid).Append(autoInstance).ToArray();
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Mods.Value = mods;
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}
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this.Push(playerLoader = new PlayerLoader(createPlayer));
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return true;
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Player createPlayer()
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{
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Player player;
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var replayGeneratingMod = Mods.Value.OfType<ICreateReplayData>().FirstOrDefault();
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if (replayGeneratingMod != null)
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{
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player = new ReplayPlayer((beatmap, mods) => replayGeneratingMod.CreateScoreFromReplayData(beatmap, mods));
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}
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else
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{
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player = new SoloPlayer();
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}
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return player;
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}
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}
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public override void OnResuming(ScreenTransitionEvent e)
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{
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base.OnResuming(e);
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revertMods();
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}
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public override bool OnExiting(ScreenExitEvent e)
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{
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if (base.OnExiting(e))
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return true;
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revertMods();
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return false;
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}
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private partial class PlayerLoaderV2 : PlayerLoader
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private ModAutoplay? getAutoplayMod() => Ruleset.Value.CreateInstance().GetAutoplayMod();
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private void revertMods()
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{
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if (playerLoader == null) return;
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Mods.Value = modsAtGameplayStart;
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playerLoader = null;
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}
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private partial class PlayerLoader : Screens.Play.PlayerLoader
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{
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public override bool ShowFooter => true;
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public PlayerLoaderV2(Func<Player> createPlayer)
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public PlayerLoader(Func<Player> createPlayer)
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: base(createPlayer)
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{
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}
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