mirror of
https://github.com/osukey/osukey.git
synced 2025-08-04 23:24:04 +09:00
Merge branch 'master' into rebind-song-select
This commit is contained in:
@ -23,7 +23,7 @@ namespace osu.Game.Input.Bindings
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private KeyBindingStore store;
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public override IEnumerable<KeyBinding> DefaultKeyBindings => ruleset.CreateInstance().GetDefaultKeyBindings(variant ?? 0);
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public override IEnumerable<IKeyBinding> DefaultKeyBindings => ruleset.CreateInstance().GetDefaultKeyBindings(variant ?? 0);
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/// <summary>
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/// Create a new instance.
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@ -4,6 +4,7 @@
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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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using JetBrains.Annotations;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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@ -12,19 +13,25 @@ namespace osu.Game.Input.Bindings
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{
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public class GlobalActionContainer : DatabasedKeyBindingContainer<GlobalAction>, IHandleGlobalKeyboardInput
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{
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[CanBeNull]
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private readonly GlobalInputManager globalInputManager;
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private readonly Drawable handler;
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public GlobalActionContainer(OsuGameBase game)
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public GlobalActionContainer(OsuGameBase game, [CanBeNull] GlobalInputManager globalInputManager)
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: base(matchingMode: KeyCombinationMatchingMode.Modifiers)
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{
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this.globalInputManager = globalInputManager;
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if (game is IKeyBindingHandler<GlobalAction>)
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handler = game;
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}
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public override IEnumerable<KeyBinding> DefaultKeyBindings => GlobalKeyBindings
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.Concat(InGameKeyBindings)
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.Concat(AudioControlKeyBindings)
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.Concat(SongSelectKeyBindings);
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public override IEnumerable<IKeyBinding> DefaultKeyBindings => GlobalKeyBindings
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.Concat(InGameKeyBindings)
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.Concat(AudioControlKeyBindings)
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.Concat(SongSelectKeyBindings)
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.Concat(EditorKeyBindings);
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public IEnumerable<KeyBinding> GlobalKeyBindings => new[]
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{
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@ -37,26 +44,44 @@ namespace osu.Game.Input.Bindings
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new KeyBinding(new[] { InputKey.Control, InputKey.Alt, InputKey.R }, GlobalAction.ResetInputSettings),
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new KeyBinding(new[] { InputKey.Control, InputKey.T }, GlobalAction.ToggleToolbar),
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new KeyBinding(new[] { InputKey.Control, InputKey.O }, GlobalAction.ToggleSettings),
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new KeyBinding(new[] { InputKey.Control, InputKey.D }, GlobalAction.ToggleDirect),
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new KeyBinding(new[] { InputKey.Control, InputKey.D }, GlobalAction.ToggleBeatmapListing),
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new KeyBinding(new[] { InputKey.Control, InputKey.N }, GlobalAction.ToggleNotifications),
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new KeyBinding(InputKey.Escape, GlobalAction.Back),
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new KeyBinding(InputKey.ExtraMouseButton1, GlobalAction.Back),
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new KeyBinding(new[] { InputKey.Alt, InputKey.Home }, GlobalAction.Home),
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new KeyBinding(InputKey.Up, GlobalAction.SelectPrevious),
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new KeyBinding(InputKey.Down, GlobalAction.SelectNext),
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new KeyBinding(InputKey.Space, GlobalAction.Select),
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new KeyBinding(InputKey.Enter, GlobalAction.Select),
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new KeyBinding(InputKey.KeypadEnter, GlobalAction.Select),
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new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.R }, GlobalAction.RandomSkin),
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};
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public IEnumerable<KeyBinding> EditorKeyBindings => new[]
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{
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new KeyBinding(new[] { InputKey.F1 }, GlobalAction.EditorComposeMode),
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new KeyBinding(new[] { InputKey.F2 }, GlobalAction.EditorDesignMode),
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new KeyBinding(new[] { InputKey.F3 }, GlobalAction.EditorTimingMode),
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new KeyBinding(new[] { InputKey.F4 }, GlobalAction.EditorSetupMode),
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};
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public IEnumerable<KeyBinding> InGameKeyBindings => new[]
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{
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new KeyBinding(InputKey.Space, GlobalAction.SkipCutscene),
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new KeyBinding(InputKey.ExtraMouseButton2, GlobalAction.SkipCutscene),
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new KeyBinding(InputKey.Tilde, GlobalAction.QuickRetry),
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new KeyBinding(new[] { InputKey.Control, InputKey.Tilde }, GlobalAction.QuickExit),
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new KeyBinding(new[] { InputKey.Control, InputKey.Plus }, GlobalAction.IncreaseScrollSpeed),
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new KeyBinding(new[] { InputKey.Control, InputKey.Minus }, GlobalAction.DecreaseScrollSpeed),
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new KeyBinding(new[] { InputKey.Shift, InputKey.Tab }, GlobalAction.ToggleInGameInterface),
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new KeyBinding(InputKey.MouseMiddle, GlobalAction.PauseGameplay),
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new KeyBinding(InputKey.Space, GlobalAction.TogglePauseReplay),
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new KeyBinding(InputKey.Control, GlobalAction.HoldForHUD),
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};
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public IEnumerable<KeyBinding> SongSelectKeyBindings => new[]
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@ -74,7 +99,7 @@ namespace osu.Game.Input.Bindings
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new KeyBinding(new[] { InputKey.Alt, InputKey.Down }, GlobalAction.DecreaseVolume),
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new KeyBinding(new[] { InputKey.Alt, InputKey.MouseWheelDown }, GlobalAction.DecreaseVolume),
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new KeyBinding(InputKey.F4, GlobalAction.ToggleMute),
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new KeyBinding(new[] { InputKey.Control, InputKey.F4 }, GlobalAction.ToggleMute),
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new KeyBinding(InputKey.TrackPrevious, GlobalAction.MusicPrev),
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new KeyBinding(InputKey.F1, GlobalAction.MusicPrev),
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@ -84,8 +109,15 @@ namespace osu.Game.Input.Bindings
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new KeyBinding(InputKey.F3, GlobalAction.MusicPlay)
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};
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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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protected override IEnumerable<Drawable> KeyBindingInputQueue
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{
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get
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{
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var inputQueue = globalInputManager?.NonPositionalInputQueue ?? base.KeyBindingInputQueue;
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return handler != null ? inputQueue.Prepend(handler) : inputQueue;
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}
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}
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}
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public enum GlobalAction
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@ -105,8 +137,8 @@ namespace osu.Game.Input.Bindings
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[Description("Toggle settings")]
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ToggleSettings,
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[Description("Toggle osu!direct")]
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ToggleDirect,
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[Description("Toggle beatmap listing")]
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ToggleBeatmapListing,
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[Description("Increase volume")]
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IncreaseVolume,
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@ -142,10 +174,10 @@ namespace osu.Game.Input.Bindings
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[Description("Select")]
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Select,
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[Description("Quick exit (Hold)")]
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[Description("Quick exit (hold)")]
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QuickExit,
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// Game-wide beatmap msi ccotolle keybindings
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// Game-wide beatmap music controller keybindings
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[Description("Next track")]
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MusicNext,
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@ -158,12 +190,46 @@ namespace osu.Game.Input.Bindings
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[Description("Toggle now playing overlay")]
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ToggleNowPlaying,
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[Description("Previous Selection")]
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[Description("Previous selection")]
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SelectPrevious,
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[Description("Next Selection")]
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[Description("Next selection")]
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SelectNext,
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[Description("Home")]
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Home,
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[Description("Toggle notifications")]
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ToggleNotifications,
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[Description("Pause gameplay")]
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PauseGameplay,
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// Editor
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[Description("Setup mode")]
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EditorSetupMode,
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[Description("Compose mode")]
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EditorComposeMode,
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[Description("Design mode")]
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EditorDesignMode,
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[Description("Timing mode")]
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EditorTimingMode,
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[Description("Hold for HUD")]
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HoldForHUD,
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[Description("Random skin")]
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RandomSkin,
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[Description("Pause / resume replay")]
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TogglePauseReplay,
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[Description("Toggle in-game interface")]
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ToggleInGameInterface,
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// Song select keybindings
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[Description("Toggle Mod Select")]
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ToggleModSelection,
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29
osu.Game/Input/Bindings/GlobalInputManager.cs
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29
osu.Game/Input/Bindings/GlobalInputManager.cs
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@ -0,0 +1,29 @@
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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 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, this)
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};
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}
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}
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}
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68
osu.Game/Input/ConfineMouseTracker.cs
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68
osu.Game/Input/ConfineMouseTracker.cs
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@ -0,0 +1,68 @@
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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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Game.Configuration;
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namespace osu.Game.Input
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{
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/// <summary>
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/// Connects <see cref="OsuSetting.ConfineMouseMode"/> with <see cref="FrameworkSetting.ConfineMouseMode"/>.
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/// If <see cref="OsuGame.LocalUserPlaying"/> is true, we should also confine the mouse cursor if it has been
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/// requested with <see cref="OsuConfineMouseMode.DuringGameplay"/>.
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/// </summary>
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public class ConfineMouseTracker : Component
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{
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private Bindable<ConfineMouseMode> frameworkConfineMode;
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private Bindable<WindowMode> frameworkWindowMode;
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private Bindable<OsuConfineMouseMode> osuConfineMode;
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private IBindable<bool> localUserPlaying;
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[BackgroundDependencyLoader]
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private void load(OsuGame game, FrameworkConfigManager frameworkConfigManager, OsuConfigManager osuConfigManager)
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{
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frameworkConfineMode = frameworkConfigManager.GetBindable<ConfineMouseMode>(FrameworkSetting.ConfineMouseMode);
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frameworkWindowMode = frameworkConfigManager.GetBindable<WindowMode>(FrameworkSetting.WindowMode);
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frameworkWindowMode.BindValueChanged(_ => updateConfineMode());
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osuConfineMode = osuConfigManager.GetBindable<OsuConfineMouseMode>(OsuSetting.ConfineMouseMode);
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localUserPlaying = game.LocalUserPlaying.GetBoundCopy();
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osuConfineMode.ValueChanged += _ => updateConfineMode();
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localUserPlaying.BindValueChanged(_ => updateConfineMode(), true);
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}
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private void updateConfineMode()
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{
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// confine mode is unavailable on some platforms
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if (frameworkConfineMode.Disabled)
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return;
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if (frameworkWindowMode.Value == WindowMode.Fullscreen)
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{
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frameworkConfineMode.Value = ConfineMouseMode.Fullscreen;
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return;
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}
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switch (osuConfineMode.Value)
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{
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case OsuConfineMouseMode.Never:
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frameworkConfineMode.Value = ConfineMouseMode.Never;
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break;
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case OsuConfineMouseMode.DuringGameplay:
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frameworkConfineMode.Value = localUserPlaying.Value ? ConfineMouseMode.Always : ConfineMouseMode.Never;
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break;
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case OsuConfineMouseMode.Always:
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frameworkConfineMode.Value = ConfineMouseMode.Always;
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break;
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}
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}
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}
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}
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25
osu.Game/Input/GameIdleTracker.cs
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25
osu.Game/Input/GameIdleTracker.cs
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@ -0,0 +1,25 @@
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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 osu.Framework.Input;
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namespace osu.Game.Input
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{
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public class GameIdleTracker : IdleTracker
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{
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private InputManager inputManager;
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public GameIdleTracker(int time)
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: base(time)
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{
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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inputManager = GetContainingInputManager();
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}
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protected override bool AllowIdle => inputManager.FocusedDrawable == null;
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}
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}
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@ -34,8 +34,6 @@ namespace osu.Game.Input.Handlers
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public override bool IsActive => true;
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public override int Priority => 0;
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public class ReplayState<T> : IInput
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where T : struct
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{
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@ -32,7 +32,24 @@ namespace osu.Game.Input
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public void Register(KeyBindingContainer manager) => insertDefaults(manager.DefaultKeyBindings);
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private void insertDefaults(IEnumerable<KeyBinding> defaults, int? rulesetId = null, int? variant = null)
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/// <summary>
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/// Retrieve all user-defined key combinations (in a format that can be displayed) for a specific action.
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/// </summary>
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/// <param name="globalAction">The action to lookup.</param>
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/// <returns>A set of display strings for all the user's key configuration for the action.</returns>
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public IEnumerable<string> GetReadableKeyCombinationsFor(GlobalAction globalAction)
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{
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foreach (var action in Query().Where(b => (GlobalAction)b.Action == globalAction))
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{
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string str = action.KeyCombination.ReadableString();
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// even if found, the readable string may be empty for an unbound action.
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if (str.Length > 0)
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yield return str;
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}
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}
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private void insertDefaults(IEnumerable<IKeyBinding> defaults, int? rulesetId = null, int? variant = null)
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{
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using (var usage = ContextFactory.GetForWrite())
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{
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@ -55,6 +72,9 @@ namespace osu.Game.Input
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RulesetID = rulesetId,
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Variant = variant
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});
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// required to ensure stable insert order (https://github.com/dotnet/efcore/issues/11686)
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usage.Context.SaveChanges();
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}
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}
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}
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32
osu.Game/Input/OsuConfineMouseMode.cs
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32
osu.Game/Input/OsuConfineMouseMode.cs
Normal file
@ -0,0 +1,32 @@
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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.ComponentModel;
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using osu.Framework.Input;
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namespace osu.Game.Input
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{
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/// <summary>
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/// Determines the situations in which the mouse cursor should be confined to the window.
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/// Expands upon <see cref="ConfineMouseMode"/> by providing the option to confine during gameplay.
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/// </summary>
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public enum OsuConfineMouseMode
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{
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/// <summary>
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/// The mouse cursor will be free to move outside the game window.
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/// </summary>
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Never,
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/// <summary>
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/// The mouse cursor will be locked to the window bounds during gameplay,
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/// but may otherwise move freely.
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/// </summary>
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[Description("During Gameplay")]
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DuringGameplay,
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/// <summary>
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/// The mouse cursor will always be locked to the window bounds while the game has focus.
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/// </summary>
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Always
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}
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}
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Reference in New Issue
Block a user