mirror of
https://github.com/ppy/osu.git
synced 2024-11-18 22:02:54 +08:00
f564ed589f
Previous behaviour was once mentioned off-hand as unintuitive.
60 lines
2.2 KiB
C#
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;
|
|
}
|
|
}
|
|
}
|