// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using System.ComponentModel; using System.Linq; using osu.Framework.Graphics; using osu.Framework.Input; using osu.Framework.Input.Bindings; namespace osu.Game.Input.Bindings { public class GlobalActionContainer : DatabasedKeyBindingContainer, IHandleGlobalKeyboardInput { private readonly Drawable handler; private InputManager parentInputManager; public GlobalActionContainer(OsuGameBase game) : base(matchingMode: KeyCombinationMatchingMode.Modifiers) { if (game is IKeyBindingHandler) handler = game; } protected override void LoadComplete() { base.LoadComplete(); parentInputManager = GetContainingInputManager(); } public override IEnumerable DefaultKeyBindings => GlobalKeyBindings .Concat(EditorKeyBindings) .Concat(InGameKeyBindings) .Concat(SongSelectKeyBindings) .Concat(AudioControlKeyBindings); public IEnumerable GlobalKeyBindings => new[] { new KeyBinding(InputKey.F6, GlobalAction.ToggleNowPlaying), new KeyBinding(InputKey.F8, GlobalAction.ToggleChat), new KeyBinding(InputKey.F9, GlobalAction.ToggleSocial), new KeyBinding(InputKey.F10, GlobalAction.ToggleGameplayMouseButtons), new KeyBinding(InputKey.F12, GlobalAction.TakeScreenshot), new KeyBinding(new[] { InputKey.Control, InputKey.Alt, InputKey.R }, GlobalAction.ResetInputSettings), new KeyBinding(new[] { InputKey.Control, InputKey.T }, GlobalAction.ToggleToolbar), new KeyBinding(new[] { InputKey.Control, InputKey.O }, GlobalAction.ToggleSettings), new KeyBinding(new[] { InputKey.Control, InputKey.D }, GlobalAction.ToggleBeatmapListing), new KeyBinding(new[] { InputKey.Control, InputKey.N }, GlobalAction.ToggleNotifications), new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.S }, GlobalAction.ToggleSkinEditor), new KeyBinding(InputKey.Escape, GlobalAction.Back), new KeyBinding(InputKey.ExtraMouseButton1, GlobalAction.Back), new KeyBinding(new[] { InputKey.Alt, InputKey.Home }, GlobalAction.Home), new KeyBinding(InputKey.Up, GlobalAction.SelectPrevious), new KeyBinding(InputKey.Down, GlobalAction.SelectNext), new KeyBinding(InputKey.Space, GlobalAction.Select), new KeyBinding(InputKey.Enter, GlobalAction.Select), new KeyBinding(InputKey.KeypadEnter, GlobalAction.Select), new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.R }, GlobalAction.RandomSkin), }; public IEnumerable EditorKeyBindings => new[] { new KeyBinding(new[] { InputKey.F1 }, GlobalAction.EditorComposeMode), new KeyBinding(new[] { InputKey.F2 }, GlobalAction.EditorDesignMode), new KeyBinding(new[] { InputKey.F3 }, GlobalAction.EditorTimingMode), new KeyBinding(new[] { InputKey.F4 }, GlobalAction.EditorSetupMode), new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.A }, GlobalAction.EditorVerifyMode), new KeyBinding(new[] { InputKey.J }, GlobalAction.EditorNudgeLeft), new KeyBinding(new[] { InputKey.K }, GlobalAction.EditorNudgeRight), }; public IEnumerable InGameKeyBindings => new[] { new KeyBinding(InputKey.Space, GlobalAction.SkipCutscene), new KeyBinding(InputKey.ExtraMouseButton2, GlobalAction.SkipCutscene), new KeyBinding(InputKey.Tilde, GlobalAction.QuickRetry), new KeyBinding(new[] { InputKey.Control, InputKey.Tilde }, GlobalAction.QuickExit), new KeyBinding(new[] { InputKey.Control, InputKey.Plus }, GlobalAction.IncreaseScrollSpeed), new KeyBinding(new[] { InputKey.Control, InputKey.Minus }, GlobalAction.DecreaseScrollSpeed), new KeyBinding(new[] { InputKey.Shift, InputKey.Tab }, GlobalAction.ToggleInGameInterface), new KeyBinding(InputKey.MouseMiddle, GlobalAction.PauseGameplay), new KeyBinding(InputKey.Space, GlobalAction.TogglePauseReplay), new KeyBinding(InputKey.Control, GlobalAction.HoldForHUD), }; public IEnumerable SongSelectKeyBindings => new[] { new KeyBinding(InputKey.F1, GlobalAction.ToggleModSelection), new KeyBinding(InputKey.F2, GlobalAction.SelectNextRandom), new KeyBinding(new[] { InputKey.Shift, InputKey.F2 }, GlobalAction.SelectPreviousRandom), new KeyBinding(InputKey.F3, GlobalAction.ToggleBeatmapOptions) }; public IEnumerable AudioControlKeyBindings => new[] { new KeyBinding(new[] { InputKey.Alt, InputKey.Up }, GlobalAction.IncreaseVolume), new KeyBinding(new[] { InputKey.Alt, InputKey.Down }, GlobalAction.DecreaseVolume), new KeyBinding(new[] { InputKey.Alt, InputKey.Left }, GlobalAction.PreviousVolumeMeter), new KeyBinding(new[] { InputKey.Alt, InputKey.Right }, GlobalAction.NextVolumeMeter), new KeyBinding(new[] { InputKey.Control, InputKey.F4 }, GlobalAction.ToggleMute), new KeyBinding(InputKey.TrackPrevious, GlobalAction.MusicPrev), new KeyBinding(InputKey.F1, GlobalAction.MusicPrev), new KeyBinding(InputKey.TrackNext, GlobalAction.MusicNext), new KeyBinding(InputKey.F5, GlobalAction.MusicNext), new KeyBinding(InputKey.PlayPause, GlobalAction.MusicPlay), new KeyBinding(InputKey.F3, GlobalAction.MusicPlay) }; protected override IEnumerable KeyBindingInputQueue { get { // To ensure the global actions are handled with priority, this GlobalActionContainer is actually placed after game content. // It does not contain children as expected, so we need to forward the NonPositionalInputQueue from the parent input manager to correctly // allow the whole game to handle these actions. // An eventual solution to this hack is to create localised action containers for individual components like SongSelect, but this will take some rearranging. var inputQueue = parentInputManager?.NonPositionalInputQueue ?? base.KeyBindingInputQueue; return handler != null ? inputQueue.Prepend(handler) : inputQueue; } } } public enum GlobalAction { [Description("Toggle chat overlay")] ToggleChat, [Description("Toggle social overlay")] ToggleSocial, [Description("Reset input settings")] ResetInputSettings, [Description("Toggle toolbar")] ToggleToolbar, [Description("Toggle settings")] ToggleSettings, [Description("Toggle beatmap listing")] ToggleBeatmapListing, [Description("Increase volume")] IncreaseVolume, [Description("Decrease volume")] DecreaseVolume, [Description("Toggle mute")] ToggleMute, // In-Game Keybindings [Description("Skip cutscene")] SkipCutscene, [Description("Quick retry (hold)")] QuickRetry, [Description("Take screenshot")] TakeScreenshot, [Description("Toggle gameplay mouse buttons")] ToggleGameplayMouseButtons, [Description("Back")] Back, [Description("Increase scroll speed")] IncreaseScrollSpeed, [Description("Decrease scroll speed")] DecreaseScrollSpeed, [Description("Select")] Select, [Description("Quick exit (hold)")] QuickExit, // Game-wide beatmap music controller keybindings [Description("Next track")] MusicNext, [Description("Previous track")] MusicPrev, [Description("Play / pause")] MusicPlay, [Description("Toggle now playing overlay")] ToggleNowPlaying, [Description("Previous selection")] SelectPrevious, [Description("Next selection")] SelectNext, [Description("Home")] Home, [Description("Toggle notifications")] ToggleNotifications, [Description("Pause gameplay")] PauseGameplay, // Editor [Description("Setup mode")] EditorSetupMode, [Description("Compose mode")] EditorComposeMode, [Description("Design mode")] EditorDesignMode, [Description("Timing mode")] EditorTimingMode, [Description("Hold for HUD")] HoldForHUD, [Description("Random skin")] RandomSkin, [Description("Pause / resume replay")] TogglePauseReplay, [Description("Toggle in-game interface")] ToggleInGameInterface, // Song select keybindings [Description("Toggle Mod Select")] ToggleModSelection, [Description("Random")] SelectNextRandom, [Description("Rewind")] SelectPreviousRandom, [Description("Beatmap Options")] ToggleBeatmapOptions, [Description("Verify mode")] EditorVerifyMode, [Description("Nudge selection left")] EditorNudgeLeft, [Description("Nudge selection right")] EditorNudgeRight, [Description("Toggle skin editor")] ToggleSkinEditor, [Description("Previous volume meter")] PreviousVolumeMeter, [Description("Next volume meter")] NextVolumeMeter, } }