mirror of
https://github.com/ppy/osu.git
synced 2024-11-14 18:47:27 +08:00
134 lines
5.0 KiB
C#
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;
|
|
}
|
|
}
|
|
}
|