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osu-lazer/osu.Game/Overlays/Mods/Input/SequentialModHotkeyHandler.cs
Bartłomiej Dach f564ed589f
Alter sequential hotkey style to always use visible index
Previous behaviour was once mentioned off-hand as unintuitive.
2022-06-21 15:22:18 +02:00

60 lines
2.2 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.Linq;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Mods;
using osuTK.Input;
namespace osu.Game.Overlays.Mods.Input
{
/// <summary>
/// This implementation of <see cref="IModHotkeyHandler"/> receives a sequence of <see cref="Key"/>s,
/// and maps the sequence of keys onto the items it is provided in <see cref="HandleHotkeyPressed"/>.
/// In this case, particular mods are not bound to particular keys, the hotkeys are a byproduct of mod ordering.
/// </summary>
public class SequentialModHotkeyHandler : IModHotkeyHandler
{
public static SequentialModHotkeyHandler Create(ModType modType)
{
switch (modType)
{
case ModType.DifficultyReduction:
return new SequentialModHotkeyHandler(new[] { Key.Q, Key.W, Key.E, Key.R, Key.T, Key.Y, Key.U, Key.I, Key.O, Key.P });
case ModType.DifficultyIncrease:
return new SequentialModHotkeyHandler(new[] { Key.A, Key.S, Key.D, Key.F, Key.G, Key.H, Key.J, Key.K, Key.L });
case ModType.Automation:
return new SequentialModHotkeyHandler(new[] { Key.Z, Key.X, Key.C, Key.V, Key.B, Key.N, Key.M });
default:
throw new ArgumentOutOfRangeException(nameof(modType), modType, $"Cannot create {nameof(SequentialModHotkeyHandler)} for provided mod type");
}
}
private readonly Key[] toggleKeys;
private SequentialModHotkeyHandler(Key[] keys)
{
toggleKeys = keys;
}
public bool HandleHotkeyPressed(KeyDownEvent e, IEnumerable<ModState> availableMods)
{
int index = Array.IndexOf(toggleKeys, e.Key);
if (index < 0)
return false;
var modState = availableMods.Where(modState => !modState.Filtered.Value).ElementAtOrDefault(index);
if (modState == null)
return false;
modState.Active.Toggle();
return true;
}
}
}