1
0
mirror of https://github.com/ppy/osu.git synced 2025-01-27 14:52:55 +08:00
osu-lazer/osu.Game/Input/ActionMappingInputManager.cs

113 lines
4.4 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Input;
using osu.Game.Rulesets;
namespace osu.Game.Input
{
/// <summary>
/// Maps custom action data of type <see cref="T"/> and stores to <see cref="InputState.Data"/>.
/// </summary>
/// <typeparam name="T">The type of the custom action.</typeparam>
public abstract class ActionMappingInputManager<T> : PassThroughInputManager
where T : struct
{
private readonly RulesetInfo ruleset;
private readonly int? variant;
private readonly bool allowConcurrentActions;
private readonly List<Binding> mappings = new List<Binding>();
/// <summary>
/// Create a new instance.
/// </summary>
/// <param name="ruleset">A reference to identify the current <see cref="Ruleset"/>. Used to lookup mappings. Null for global mappings.</param>
/// <param name="variant">An optional variant for the specified <see cref="Ruleset"/>. Used when a ruleset has more than one possible keyboard layouts.</param>
/// <param name="allowConcurrentActions">Allow concurrent actions to be actuated at once. Note that this disables chord bindings.</param>
protected ActionMappingInputManager(RulesetInfo ruleset = null, int? variant = null, bool allowConcurrentActions = false)
{
this.ruleset = ruleset;
this.variant = variant;
this.allowConcurrentActions = allowConcurrentActions;
}
protected abstract IDictionary<KeyCombination, T> CreateDefaultMappings();
private BindingStore store;
[BackgroundDependencyLoader]
private void load(BindingStore bindings)
{
store = bindings;
ReloadMappings();
}
protected void ReloadMappings()
{
var rulesetId = ruleset?.ID;
mappings.Clear();
foreach (var kvp in CreateDefaultMappings())
mappings.Add(new Binding(kvp.Key, kvp.Value));
if (store != null)
{
foreach (var b in store.Query<Binding>(b => b.RulesetID == rulesetId && b.Variant == variant))
mappings.Add(b);
}
if (allowConcurrentActions)
{
// ensure we have no overlapping bindings.
foreach (var m in mappings)
foreach (var colliding in mappings.Where(k => !k.Keys.Equals(m.Keys) && k.Keys.CheckValid(m.Keys.Keys)))
throw new InvalidOperationException($"Multiple partially overlapping bindings are not supported ({m} and {colliding} are colliding)!");
}
}
private readonly List<Binding> pressedBindings = new List<Binding>();
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
if (!args.Repeat && (allowConcurrentActions || pressedBindings.Count == 0))
{
Binding validBinding;
if ((validBinding = mappings.Except(pressedBindings).LastOrDefault(m => m.Keys.CheckValid(state.Keyboard.Keys, !allowConcurrentActions))) != null)
{
// store both the pressed combination and the resulting action, just in case the assignments change while we are actuated.
pressedBindings.Add(validBinding);
state.Data = validBinding.GetAction<T>();
}
}
return base.OnKeyDown(state, args);
}
protected override bool OnKeyUp(InputState state, KeyUpEventArgs args)
{
foreach (var binding in pressedBindings.ToList())
{
if (!binding.Keys.CheckValid(state.Keyboard.Keys, !allowConcurrentActions))
{
// set data as KeyUp.
state.Data = binding.GetAction<T>();
// and clear the no-longer-valid combination/action.
pressedBindings.Remove(binding);
}
}
return base.OnKeyUp(state, args);
}
}
}