// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.ComponentModel; using osu.Framework.Allocation; using osu.Framework.Input.Bindings; using osu.Game.Rulesets.UI; namespace osu.Game.Rulesets.Mania { [Cached] // Used for touch input, see ColumnTouchInputArea. public partial class ManiaInputManager : RulesetInputManager { public ManiaInputManager(RulesetInfo ruleset, int variant) : base(ruleset, variant, SimultaneousBindingMode.Unique) { } } public enum ManiaAction { [Description("Special 1")] Special1 = 1, [Description("Special 2")] Special2, // This offsets the start value of normal keys in-case we add more special keys // above at a later time, without breaking replays/configs. [Description("Key 1")] Key1 = 10, [Description("Key 2")] Key2, [Description("Key 3")] Key3, [Description("Key 4")] Key4, [Description("Key 5")] Key5, [Description("Key 6")] Key6, [Description("Key 7")] Key7, [Description("Key 8")] Key8, [Description("Key 9")] Key9, [Description("Key 10")] Key10, [Description("Key 11")] Key11, [Description("Key 12")] Key12, [Description("Key 13")] Key13, [Description("Key 14")] Key14, [Description("Key 15")] Key15, [Description("Key 16")] Key16, [Description("Key 17")] Key17, [Description("Key 18")] Key18, [Description("Key 19")] Key19, [Description("Key 20")] Key20, } }