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osu-lazer/osu.Game/Input/Bindings/DatabasedKeyBindingInputManager.cs
2017-08-12 22:13:40 +09:00

57 lines
2.2 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 osu.Framework.Allocation;
using osu.Framework.Input.Bindings;
using osu.Game.Rulesets;
namespace osu.Game.Input.Bindings
{
/// <summary>
/// A KeyBindingInputManager with a database backing for custom overrides.
/// </summary>
/// <typeparam name="T">The type of the custom action.</typeparam>
public abstract class DatabasedKeyBindingInputManager<T> : KeyBindingInputManager<T>
where T : struct
{
private readonly RulesetInfo ruleset;
private readonly int? variant;
private BindingStore store;
/// <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="simultaneousMode">Specify how to deal with multiple matches of <see cref="KeyCombination"/>s and <see cref="T"/>s.</param>
protected DatabasedKeyBindingInputManager(RulesetInfo ruleset = null, int? variant = null, SimultaneousBindingMode simultaneousMode = SimultaneousBindingMode.None)
: base(simultaneousMode)
{
this.ruleset = ruleset;
this.variant = variant;
}
[BackgroundDependencyLoader]
private void load(BindingStore bindings)
{
store = bindings;
}
protected override void ReloadMappings()
{
// load defaults
base.ReloadMappings();
var rulesetId = ruleset?.ID;
// load from database if present.
if (store != null)
{
foreach (var b in store.Query<DatabasedKeyBinding>(b => b.RulesetID == rulesetId && b.Variant == variant))
KeyBindings.Add(b);
}
}
}
}