mirror of
https://github.com/ppy/osu.git
synced 2024-12-30 20:12:56 +08:00
234120ff43
Required for shift handling in the classic implementation.
23 lines
986 B
C#
23 lines
986 B
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 osu.Framework.Input.Events;
|
|
|
|
namespace osu.Game.Overlays.Mods.Input
|
|
{
|
|
/// <summary>
|
|
/// Encapsulates strategies of handling mod hotkeys on the <see cref="ModSelectOverlay"/>.
|
|
/// </summary>
|
|
public interface IModHotkeyHandler
|
|
{
|
|
/// <summary>
|
|
/// Attempt to handle the supplied <see cref="KeyDownEvent"/> as a selection of one of the mods in <paramref name="availableMods"/>.
|
|
/// </summary>
|
|
/// <param name="e">The event representing the user's keypress.</param>
|
|
/// <param name="availableMods">The list of currently available mods.</param>
|
|
/// <returns>Whether the supplied event was handled as a mod selection/deselection.</returns>
|
|
bool HandleHotkeyPressed(KeyDownEvent e, IEnumerable<ModState> availableMods);
|
|
}
|
|
}
|