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https://github.com/ppy/osu
synced 2024-12-23 23:33:36 +00:00
Allow user choice of the quick retry hotkey
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parent
4f360eac56
commit
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@ -37,7 +37,8 @@ namespace osu.Game.Input.Bindings
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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.Space, GlobalAction.SkipCutscene),
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new KeyBinding(InputKey.Tilde, GlobalAction.QuickRetry)
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};
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protected override IEnumerable<Drawable> KeyBindingInputQueue =>
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@ -65,6 +66,8 @@ namespace osu.Game.Input.Bindings
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// In-Game Keybindings
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[Description("Skip Cutscene")]
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SkipCutscene
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SkipCutscene,
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[Description("Quick Retry (Hold)")]
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QuickRetry,
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}
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}
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@ -8,11 +8,13 @@ using System;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Bindings;
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using osu.Game.Input.Bindings;
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using OpenTK.Graphics;
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namespace osu.Game.Screens.Play
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{
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public class HotkeyRetryOverlay : Container
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public class HotkeyRetryOverlay : Container, IKeyBindingHandler<GlobalAction>
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{
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public Action Action;
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@ -40,28 +42,20 @@ namespace osu.Game.Screens.Play
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};
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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public bool OnPressed(GlobalAction action)
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{
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if (args.Repeat) return false;
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if (action != GlobalAction.QuickRetry) return false;
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if (args.Key == Key.Tilde)
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{
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overlay.FadeIn(activate_delay, Easing.Out);
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return true;
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}
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return base.OnKeyDown(state, args);
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overlay.FadeIn(activate_delay, Easing.Out);
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return true;
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}
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protected override bool OnKeyUp(InputState state, KeyUpEventArgs args)
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public bool OnReleased(GlobalAction action)
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{
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if (args.Key == Key.Tilde && !fired)
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{
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overlay.FadeOut(fadeout_delay, Easing.Out);
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return true;
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}
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if (action != GlobalAction.QuickRetry) return false;
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return base.OnKeyUp(state, args);
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overlay.FadeOut(fadeout_delay, Easing.Out);
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return true;
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}
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protected override void Update()
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