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73 lines
2.5 KiB
C#
73 lines
2.5 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Graphics;
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using System.Collections.Generic;
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using System.Linq;
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namespace osu.Game.Overlays.Settings.Sections.Audio
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{
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public class AudioDevicesSettings : SettingsSubsection
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{
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protected override string Header => "Devices";
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private AudioManager audio;
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private SettingsDropdown<string> dropdown;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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this.audio = audio;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (audio != null)
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{
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audio.OnNewDevice -= onDeviceChanged;
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audio.OnLostDevice -= onDeviceChanged;
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}
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}
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private void updateItems()
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{
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var deviceItems = new List<KeyValuePair<string, string>> { new KeyValuePair<string, string>("Default", string.Empty) };
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deviceItems.AddRange(audio.AudioDeviceNames.Select(d => new KeyValuePair<string, string>(d, d)));
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var preferredDeviceName = audio.AudioDevice.Value;
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if (deviceItems.All(kv => kv.Value != preferredDeviceName))
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deviceItems.Add(new KeyValuePair<string, string>(preferredDeviceName, preferredDeviceName));
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// The option dropdown for audio device selection lists all audio
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// device names. Dropdowns, however, may not have multiple identical
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// keys. Thus, we remove duplicate audio device names from
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// the dropdown. BASS does not give us a simple mechanism to select
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// specific audio devices in such a case anyways. Such
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// functionality would require involved OS-specific code.
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dropdown.Items = deviceItems.Distinct().ToList();
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}
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private void onDeviceChanged(string name) => updateItems();
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Children = new Drawable[]
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{
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dropdown = new SettingsDropdown<string>()
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};
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updateItems();
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dropdown.Bindable = audio.AudioDevice;
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audio.OnNewDevice += onDeviceChanged;
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audio.OnLostDevice += onDeviceChanged;
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}
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}
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} |