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Add reset button
Also fixes a regression causing multiple rows to be displayed for a single action
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@ -109,6 +109,17 @@ namespace osu.Game.Overlays.KeyBinding
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buttons.Add(new KeyButton(b));
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}
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public void RestoreDefaults()
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{
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int i = 0;
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foreach (var d in Defaults)
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{
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var button = buttons[i++];
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button.UpdateKeyCombination(d);
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store.Update(button.KeyBinding);
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}
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}
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protected override bool OnHover(InputState state)
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{
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this.FadeEdgeEffectTo<Container>(1, transition_time, Easing.OutQuint);
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@ -129,6 +140,8 @@ namespace osu.Game.Overlays.KeyBinding
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public bool AllowMainMouseButtons;
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public IEnumerable<KeyCombination> Defaults;
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private bool isModifier(Key k) => k < Key.F1;
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protected override bool OnClick(InputState state) => true;
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@ -4,10 +4,14 @@
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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.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input;
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using osu.Game.Overlays.Settings;
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using osu.Game.Rulesets;
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using OpenTK;
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using osu.Game.Graphics;
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namespace osu.Game.Overlays.KeyBinding
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{
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@ -31,14 +35,38 @@ namespace osu.Game.Overlays.KeyBinding
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{
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var bindings = store.Query(Ruleset?.ID, variant);
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foreach (var defaultBinding in Defaults)
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foreach (var defaultGroup in Defaults.GroupBy(d => d.Action))
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{
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// one row per valid action.
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Add(new KeyBindingRow(defaultBinding.Action, bindings.Where(b => b.Action.Equals((int)defaultBinding.Action)))
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Add(new KeyBindingRow(defaultGroup.Key, bindings.Where(b => b.Action.Equals((int)defaultGroup.Key)))
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{
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AllowMainMouseButtons = Ruleset != null
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AllowMainMouseButtons = Ruleset != null,
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Defaults = defaultGroup.Select(d => d.KeyCombination)
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});
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}
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Add(new ResetButton
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{
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Action = () => Children.OfType<KeyBindingRow>().ForEach(k => k.RestoreDefaults())
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});
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}
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}
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}
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internal class ResetButton : OsuButton
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{
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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Text = "Reset";
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RelativeSizeAxes = Axes.X;
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Margin = new MarginPadding { Top = 5 };
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Height = 20;
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Content.CornerRadius = 5;
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BackgroundColour = colours.PinkDark;
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Triangles.ColourDark = colours.PinkDarker;
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Triangles.ColourLight = colours.Pink;
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}
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}
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}
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