// 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.Linq; using osu.Framework.Input; using osu.Framework.Input.Bindings; using osu.Game.Database; using osu.Game.Input.Bindings; using osu.Game.Rulesets; using Realms; #nullable enable namespace osu.Game.Input { public class RealmKeyBindingStore { private readonly RealmContextFactory realmFactory; private readonly ReadableKeyCombinationProvider keyCombinationProvider; public RealmKeyBindingStore(RealmContextFactory realmFactory, ReadableKeyCombinationProvider keyCombinationProvider) { this.realmFactory = realmFactory; this.keyCombinationProvider = keyCombinationProvider; } /// /// Retrieve all user-defined key combinations (in a format that can be displayed) for a specific action. /// /// The action to lookup. /// A set of display strings for all the user's key configuration for the action. public IReadOnlyList GetReadableKeyCombinationsFor(GlobalAction globalAction) { List combinations = new List(); realmFactory.Run(context => { foreach (var action in context.All().Where(b => string.IsNullOrEmpty(b.RulesetName) && (GlobalAction)b.ActionInt == globalAction)) { string str = keyCombinationProvider.GetReadableString(action.KeyCombination); // even if found, the readable string may be empty for an unbound action. if (str.Length > 0) combinations.Add(str); } }); return combinations; } /// /// Register all defaults for this store. /// /// The container to populate defaults from. /// The rulesets to populate defaults from. public void Register(KeyBindingContainer container, IEnumerable rulesets) { realmFactory.Run(realm => { using (var transaction = realm.BeginWrite()) { // intentionally flattened to a list rather than querying against the IQueryable, as nullable fields being queried against aren't indexed. // this is much faster as a result. var existingBindings = realm.All().ToList(); insertDefaults(realm, existingBindings, container.DefaultKeyBindings); foreach (var ruleset in rulesets) { var instance = ruleset.CreateInstance(); foreach (int variant in instance.AvailableVariants) insertDefaults(realm, existingBindings, instance.GetDefaultKeyBindings(variant), ruleset.ShortName, variant); } transaction.Commit(); } }); } private void insertDefaults(Realm realm, List existingBindings, IEnumerable defaults, string? rulesetName = null, int? variant = null) { // compare counts in database vs defaults for each action type. foreach (var defaultsForAction in defaults.GroupBy(k => k.Action)) { IEnumerable existing = existingBindings.Where(k => k.RulesetName == rulesetName && k.Variant == variant && k.ActionInt == (int)defaultsForAction.Key); int defaultsCount = defaultsForAction.Count(); int existingCount = existing.Count(); if (defaultsCount > existingCount) { // insert any defaults which are missing. realm.Add(defaultsForAction.Skip(existingCount).Select(k => new RealmKeyBinding(k.Action, k.KeyCombination, rulesetName, variant))); } else if (defaultsCount < existingCount) { // generally this shouldn't happen, but if the user has more key bindings for an action than we expect, // remove the last entries until the count matches for sanity. foreach (var k in existing.TakeLast(existingCount - defaultsCount).ToArray()) { realm.Remove(k); // Remove from the local flattened/cached list so future lookups don't query now deleted rows. existingBindings.Remove(k); } } } } /// /// Keys which should not be allowed for gameplay input purposes. /// private static readonly IEnumerable banned_keys = new[] { InputKey.MouseWheelDown, InputKey.MouseWheelLeft, InputKey.MouseWheelUp, InputKey.MouseWheelRight }; public static bool CheckValidForGameplay(KeyCombination combination) { foreach (var key in banned_keys) { if (combination.Keys.Contains(key)) return false; } return true; } } }