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osu-lazer/osu.Game/Input/KeyBindingStore.cs
2021-05-24 18:41:39 +09:00

134 lines
5.0 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;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Input.Bindings;
using osu.Framework.Platform;
using osu.Game.Database;
using osu.Game.Input.Bindings;
using osu.Game.Rulesets;
namespace osu.Game.Input
{
public class KeyBindingStore : DatabaseBackedStore
{
public event Action KeyBindingChanged;
/// <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 KeyBindingStore(DatabaseContextFactory contextFactory, RulesetStore rulesets, Storage storage = null)
: base(contextFactory, storage)
{
using (ContextFactory.GetForWrite())
{
foreach (var info in rulesets.AvailableRulesets)
{
var ruleset = info.CreateInstance();
foreach (var variant in ruleset.AvailableVariants)
insertDefaults(ruleset.GetDefaultKeyBindings(variant), info.ID, variant);
}
}
}
public void Register(KeyBindingContainer manager) => insertDefaults(manager.DefaultKeyBindings);
/// <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 IEnumerable<string> GetReadableKeyCombinationsFor(GlobalAction globalAction)
{
foreach (var action in Query().Where(b => (GlobalAction)b.Action == globalAction))
{
string str = action.KeyCombination.ReadableString();
// even if found, the readable string may be empty for an unbound action.
if (str.Length > 0)
yield return str;
}
}
private void insertDefaults(IEnumerable<IKeyBinding> defaults, int? rulesetId = null, int? variant = null)
{
using (var usage = ContextFactory.GetForWrite())
{
// compare counts in database vs defaults
foreach (var group in defaults.GroupBy(k => k.Action))
{
int count = Query(rulesetId, variant).Count(k => (int)k.Action == (int)group.Key);
int aimCount = group.Count();
if (aimCount <= count)
continue;
foreach (var insertable in group.Skip(count).Take(aimCount - count))
{
// insert any defaults which are missing.
usage.Context.DatabasedKeyBinding.Add(new DatabasedKeyBinding
{
KeyCombination = insertable.KeyCombination,
Action = insertable.Action,
RulesetID = rulesetId,
Variant = variant
});
// required to ensure stable insert order (https://github.com/dotnet/efcore/issues/11686)
usage.Context.SaveChanges();
}
}
}
}
/// <summary>
/// Retrieve <see cref="DatabasedKeyBinding"/>s for a specified ruleset/variant content.
/// </summary>
/// <param name="rulesetId">The ruleset's internal ID.</param>
/// <param name="variant">An optional variant.</param>
public List<DatabasedKeyBinding> Query(int? rulesetId = null, int? variant = null) =>
ContextFactory.Get().DatabasedKeyBinding.Where(b => b.RulesetID == rulesetId && b.Variant == variant).ToList();
public void Update(KeyBinding keyBinding)
{
using (ContextFactory.GetForWrite())
{
var dbKeyBinding = (DatabasedKeyBinding)keyBinding;
Debug.Assert(dbKeyBinding.RulesetID == null || CheckValidForGameplay(keyBinding.KeyCombination));
Refresh(ref dbKeyBinding);
if (dbKeyBinding.KeyCombination.Equals(keyBinding.KeyCombination))
return;
dbKeyBinding.KeyCombination = keyBinding.KeyCombination;
}
KeyBindingChanged?.Invoke();
}
public static bool CheckValidForGameplay(KeyCombination combination)
{
foreach (var key in banned_keys)
{
if (combination.Keys.Contains(key))
return false;
}
return true;
}
}
}