// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using osu.Framework.Allocation; using osu.Framework.Input.Bindings; using osu.Game.Rulesets; using System.Linq; namespace osu.Game.Input.Bindings { /// /// A KeyBindingInputManager with a database backing for custom overrides. /// /// The type of the custom action. public class DatabasedKeyBindingContainer : KeyBindingContainer where T : struct { private readonly RulesetInfo ruleset; private readonly int? variant; private KeyBindingStore store; public override IEnumerable DefaultKeyBindings => ruleset.CreateInstance().GetDefaultKeyBindings(variant ?? 0); /// /// Create a new instance. /// /// A reference to identify the current . Used to lookup mappings. Null for global mappings. /// An optional variant for the specified . Used when a ruleset has more than one possible keyboard layouts. /// Specify how to deal with multiple matches of s and s. /// Specify how to deal with exact matches. public DatabasedKeyBindingContainer(RulesetInfo ruleset = null, int? variant = null, SimultaneousBindingMode simultaneousMode = SimultaneousBindingMode.None, KeyCombinationMatchingMode matchingMode = KeyCombinationMatchingMode.Any) : base(simultaneousMode, matchingMode) { this.ruleset = ruleset; this.variant = variant; if (ruleset != null && variant == null) throw new InvalidOperationException($"{nameof(variant)} can not be null when a non-null {nameof(ruleset)} is provided."); } [BackgroundDependencyLoader] private void load(KeyBindingStore keyBindings) { store = keyBindings; } protected override void LoadComplete() { base.LoadComplete(); store.KeyBindingChanged += ReloadMappings; } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); if (store != null) store.KeyBindingChanged -= ReloadMappings; } protected override void ReloadMappings() { var defaults = DefaultKeyBindings.ToList(); if (ruleset != null && !ruleset.ID.HasValue) // if the provided ruleset is not stored to the database, we have no way to retrieve custom bindings. // fallback to defaults instead. KeyBindings = defaults; else { KeyBindings = store.Query(ruleset?.ID, variant) .OrderBy(b => defaults.FindIndex(d => (int)d.Action == b.IntAction)) // this ordering is important to ensure that we read entries from the database in the order // enforced by DefaultKeyBindings. allow for song select to handle actions that may otherwise // have been eaten by the music controller due to query order. .ToList(); } } } }