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mirror of https://github.com/ppy/osu.git synced 2024-11-11 10:33:30 +08:00

Auto-advance binding for ruleset key bindings

This commit is contained in:
Dean Herbert 2022-11-17 15:23:20 +09:00
parent f67e8ce523
commit d1b2116400
3 changed files with 32 additions and 6 deletions

View File

@ -33,6 +33,11 @@ namespace osu.Game.Overlays.Settings.Sections.Input
{
public class KeyBindingRow : Container, IFilterable
{
/// <summary>
/// Invoked when binding of this row finalises with a change being written.
/// </summary>
public Action<KeyBindingRow> BindingFinalised { get; set; }
private readonly object action;
private readonly IEnumerable<RealmKeyBinding> bindings;
@ -153,7 +158,7 @@ namespace osu.Game.Overlays.Settings.Sections.Input
Spacing = new Vector2(5),
Children = new Drawable[]
{
new CancelButton { Action = finalise },
new CancelButton { Action = () => finalise(false) },
new ClearButton { Action = clear },
},
},
@ -240,7 +245,7 @@ namespace osu.Game.Overlays.Settings.Sections.Input
}
if (bindTarget.IsHovered)
finalise();
finalise(false);
// prevent updating bind target before clear button's action
else if (!cancelAndClearButtons.Any(b => b.IsHovered))
updateBindTarget();
@ -377,10 +382,10 @@ namespace osu.Game.Overlays.Settings.Sections.Input
return;
bindTarget.UpdateKeyCombination(InputKey.None);
finalise();
finalise(false);
}
private void finalise()
private void finalise(bool changedKey = true)
{
if (bindTarget != null)
{
@ -393,6 +398,8 @@ namespace osu.Game.Overlays.Settings.Sections.Input
{
// schedule to ensure we don't instantly get focus back on next OnMouseClick (see AcceptFocus impl.)
bindTarget = null;
if (changedKey)
BindingFinalised?.Invoke(this);
});
}
@ -417,7 +424,7 @@ namespace osu.Game.Overlays.Settings.Sections.Input
protected override void OnFocusLost(FocusLostEvent e)
{
finalise();
finalise(false);
base.OnFocusLost(e);
}

View File

@ -19,6 +19,12 @@ namespace osu.Game.Overlays.Settings.Sections.Input
{
public abstract class KeyBindingsSubsection : SettingsSubsection
{
/// <summary>
/// After a successful binding, automatically select the next binding row to make quickly
/// binding a large set of keys easier on the user.
/// </summary>
protected virtual bool AutoAdvanceTarget => false;
protected IEnumerable<Framework.Input.Bindings.KeyBinding> Defaults;
public RulesetInfo Ruleset { get; protected set; }
@ -49,7 +55,8 @@ namespace osu.Game.Overlays.Settings.Sections.Input
Add(new KeyBindingRow(defaultGroup.Key, bindings.Where(b => b.ActionInt.Equals(intKey)).ToList())
{
AllowMainMouseButtons = Ruleset != null,
Defaults = defaultGroup.Select(d => d.KeyCombination)
Defaults = defaultGroup.Select(d => d.KeyCombination),
BindingFinalised = bindingCompleted
});
}
@ -58,6 +65,16 @@ namespace osu.Game.Overlays.Settings.Sections.Input
Action = () => Children.OfType<KeyBindingRow>().ForEach(k => k.RestoreDefaults())
});
}
private void bindingCompleted(KeyBindingRow sender)
{
if (AutoAdvanceTarget)
{
var next = Children.SkipWhile(c => c != sender).Skip(1).FirstOrDefault();
if (next != null)
GetContainingInputManager().ChangeFocus(next);
}
}
}
public class ResetButton : DangerousSettingsButton

View File

@ -8,6 +8,8 @@ namespace osu.Game.Overlays.Settings.Sections.Input
{
public class VariantBindingsSubsection : KeyBindingsSubsection
{
protected override bool AutoAdvanceTarget => true;
protected override LocalisableString Header { get; }
public VariantBindingsSubsection(RulesetInfo ruleset, int variant)