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Ensure GlobalActions are handled before anything else game-wide
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Linq;
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@ -14,11 +15,13 @@ namespace osu.Game.Input.Bindings
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{
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private readonly Drawable handler;
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public GlobalActionContainer(OsuGameBase game)
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public GlobalActionContainer(OsuGameBase game, bool nested = false)
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: base(matchingMode: KeyCombinationMatchingMode.Modifiers)
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{
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if (game is IKeyBindingHandler<GlobalAction>)
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handler = game;
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GetInputQueue = () => base.KeyBindingInputQueue.ToArray();
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}
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public override IEnumerable<IKeyBinding> DefaultKeyBindings => GlobalKeyBindings.Concat(InGameKeyBindings).Concat(AudioControlKeyBindings).Concat(EditorKeyBindings);
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@ -91,8 +94,10 @@ namespace osu.Game.Input.Bindings
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new KeyBinding(InputKey.F3, GlobalAction.MusicPlay)
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};
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public Func<Drawable[]> GetInputQueue { get; set; }
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protected override IEnumerable<Drawable> KeyBindingInputQueue =>
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handler == null ? base.KeyBindingInputQueue : base.KeyBindingInputQueue.Prepend(handler);
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handler == null ? GetInputQueue() : GetInputQueue().Prepend(handler);
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}
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public enum GlobalAction
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33
osu.Game/Input/Bindings/GlobalInputManager.cs
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33
osu.Game/Input/Bindings/GlobalInputManager.cs
Normal file
@ -0,0 +1,33 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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namespace osu.Game.Input.Bindings
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{
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public class GlobalInputManager : PassThroughInputManager
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{
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public readonly GlobalActionContainer GlobalBindings;
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protected override Container<Drawable> Content { get; }
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public GlobalInputManager(OsuGameBase game)
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{
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InternalChildren = new Drawable[]
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{
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Content = new Container
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{
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RelativeSizeAxes = Axes.Both,
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},
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// to avoid positional input being blocked by children, ensure the GlobalActionContainer is above everything.
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GlobalBindings = new GlobalActionContainer(game, true)
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{
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GetInputQueue = () => NonPositionalInputQueue.ToArray()
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},
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};
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}
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}
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}
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