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Update with keybinding changes
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@ -5,6 +5,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Input.Bindings;
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@ -26,23 +27,23 @@ namespace osu.Game.Overlays.Music
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[Resolved(canBeNull: true)]
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private OnScreenDisplay onScreenDisplay { get; set; }
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public bool OnPressed(GlobalAction action)
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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if (beatmap.Disabled)
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return false;
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switch (action)
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switch (e.Action)
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{
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case GlobalAction.MusicPlay:
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// use previous state as TogglePause may not update the track's state immediately (state update is run on the audio thread see https://github.com/ppy/osu/issues/9880#issuecomment-674668842)
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bool wasPlaying = musicController.IsPlaying;
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if (musicController.TogglePause())
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onScreenDisplay?.Display(new MusicActionToast(wasPlaying ? "Pause track" : "Play track", action));
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onScreenDisplay?.Display(new MusicActionToast(wasPlaying ? "Pause track" : "Play track", e.Action));
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return true;
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case GlobalAction.MusicNext:
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musicController.NextTrack(() => onScreenDisplay?.Display(new MusicActionToast("Next track", action)));
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musicController.NextTrack(() => onScreenDisplay?.Display(new MusicActionToast("Next track", e.Action)));
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return true;
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@ -52,11 +53,11 @@ namespace osu.Game.Overlays.Music
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switch (res)
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{
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case PreviousTrackResult.Restart:
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onScreenDisplay?.Display(new MusicActionToast("Restart track", action));
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onScreenDisplay?.Display(new MusicActionToast("Restart track", e.Action));
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break;
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case PreviousTrackResult.Previous:
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onScreenDisplay?.Display(new MusicActionToast("Previous track", action));
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onScreenDisplay?.Display(new MusicActionToast("Previous track", e.Action));
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break;
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}
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});
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@ -67,7 +68,7 @@ namespace osu.Game.Overlays.Music
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return false;
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}
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public void OnReleased(GlobalAction action)
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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