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osu-lazer/osu.Game/Input/RealmKeyBindingStore.cs
2022-06-17 16:37:17 +09:00

135 lines
5.4 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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;
namespace osu.Game.Input
{
public class RealmKeyBindingStore
{
private readonly RealmAccess realm;
private readonly ReadableKeyCombinationProvider keyCombinationProvider;
public RealmKeyBindingStore(RealmAccess realm, ReadableKeyCombinationProvider keyCombinationProvider)
{
this.realm = realm;
this.keyCombinationProvider = keyCombinationProvider;
}
/// <summary>
/// Retrieve all user-defined key combinations (in a format that can be displayed) for a specific action.
/// </summary>
/// <param name="globalAction">The action to lookup.</param>
/// <returns>A set of display strings for all the user's key configuration for the action.</returns>
public IReadOnlyList<string> GetReadableKeyCombinationsFor(GlobalAction globalAction)
{
List<string> combinations = new List<string>();
realm.Run(context =>
{
foreach (var action in context.All<RealmKeyBinding>().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;
}
/// <summary>
/// Register all defaults for this store.
/// </summary>
/// <param name="container">The container to populate defaults from.</param>
/// <param name="rulesets">The rulesets to populate defaults from.</param>
public void Register(KeyBindingContainer container, IEnumerable<RulesetInfo> rulesets)
{
realm.Run(r =>
{
using (var transaction = r.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 = r.All<RealmKeyBinding>().ToList();
insertDefaults(r, existingBindings, container.DefaultKeyBindings);
foreach (var ruleset in rulesets)
{
var instance = ruleset.CreateInstance();
foreach (int variant in instance.AvailableVariants)
insertDefaults(r, existingBindings, instance.GetDefaultKeyBindings(variant), ruleset.ShortName, variant);
}
transaction.Commit();
}
});
}
private void insertDefaults(Realm realm, List<RealmKeyBinding> existingBindings, IEnumerable<IKeyBinding> 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<RealmKeyBinding> 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);
}
}
}
}
/// <summary>
/// Keys which should not be allowed for gameplay input purposes.
/// </summary>
private static readonly IEnumerable<InputKey> 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;
}
}
}