1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-06 16:57:25 +08:00
osu-lazer/osu.Game/Overlays/Music/MusicKeyBindingHandler.cs
Dean Herbert 401cf2a955 Allow pausing game-wide audio via hotkey as long as LocalUserPlaying is not set
`Player` seems to handle this correctly locally already, which is to say
if the user attempts to toggle the pause state incorrectly, it will
still recover.

The logic stoppic this operation was only in the key binding handler,
which meant it was already possible from the now playing overlay this
whole time, so I *think* this should be quite safe.
2022-02-24 16:00:14 +09:00

108 lines
3.8 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 osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.LocalisationExtensions;
using osu.Framework.Graphics;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Input.Bindings;
using osu.Game.Localisation;
using osu.Game.Overlays.OSD;
namespace osu.Game.Overlays.Music
{
/// <summary>
/// Handles <see cref="GlobalAction"/>s related to music playback, and displays <see cref="Toast"/>s via the global <see cref="OnScreenDisplay"/> accordingly.
/// </summary>
public class MusicKeyBindingHandler : Component, IKeyBindingHandler<GlobalAction>
{
[Resolved]
private IBindable<WorkingBeatmap> beatmap { get; set; }
[Resolved]
private MusicController musicController { get; set; }
[Resolved(canBeNull: true)]
private OnScreenDisplay onScreenDisplay { get; set; }
[Resolved]
private OsuGame game { get; set; }
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
if (e.Repeat)
return false;
switch (e.Action)
{
case GlobalAction.MusicPlay:
if (game.LocalUserPlaying.Value)
return false;
// use previous state as TogglePause may not update the track's state immediately (state update is run on the audio thread see https://github.com/ppy/osu/issues/9880#issuecomment-674668842)
bool wasPlaying = musicController.IsPlaying;
if (musicController.TogglePause())
onScreenDisplay?.Display(new MusicActionToast(wasPlaying ? ToastStrings.PauseTrack : ToastStrings.PlayTrack, e.Action));
return true;
case GlobalAction.MusicNext:
if (beatmap.Disabled)
return false;
musicController.NextTrack(() => onScreenDisplay?.Display(new MusicActionToast(GlobalActionKeyBindingStrings.MusicNext, e.Action)));
return true;
case GlobalAction.MusicPrev:
if (beatmap.Disabled)
return false;
musicController.PreviousTrack(res =>
{
switch (res)
{
case PreviousTrackResult.Restart:
onScreenDisplay?.Display(new MusicActionToast(ToastStrings.RestartTrack, e.Action));
break;
case PreviousTrackResult.Previous:
onScreenDisplay?.Display(new MusicActionToast(GlobalActionKeyBindingStrings.MusicPrev, e.Action));
break;
}
});
return true;
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
private class MusicActionToast : Toast
{
private readonly GlobalAction action;
public MusicActionToast(LocalisableString value, GlobalAction action)
: base(ToastStrings.MusicPlayback, value, string.Empty)
{
this.action = action;
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
ShortcutText.Text = config.LookupKeyBindings(action).ToUpper();
}
}
}
}