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https://github.com/ppy/osu
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7318ff3f98
While this isn't strictly required (outside of rulesets, potentially), I think it's best that we keep these counts in a sane state. Right now, it will remove any excess. Arguably, in the case an entry is found with too many, we should wipe all entries and re-populate the defaults. Interested in opinions on that before merging. See https://github.com/ppy/osu/discussions/15925 for an example where wiping may be the more appropriate behaviour.
141 lines
5.7 KiB
C#
141 lines
5.7 KiB
C#
// 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.Collections.Generic;
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using System.Linq;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Game.Database;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets;
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using Realms;
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#nullable enable
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namespace osu.Game.Input
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{
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public class RealmKeyBindingStore
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{
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private readonly RealmContextFactory realmFactory;
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private readonly ReadableKeyCombinationProvider keyCombinationProvider;
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public RealmKeyBindingStore(RealmContextFactory realmFactory, ReadableKeyCombinationProvider keyCombinationProvider)
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{
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this.realmFactory = realmFactory;
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this.keyCombinationProvider = keyCombinationProvider;
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}
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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 IReadOnlyList<string> GetReadableKeyCombinationsFor(GlobalAction globalAction)
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{
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List<string> combinations = new List<string>();
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using (var context = realmFactory.CreateContext())
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{
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foreach (var action in context.All<RealmKeyBinding>().Where(b => string.IsNullOrEmpty(b.RulesetName) && (GlobalAction)b.ActionInt == globalAction))
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{
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string str = keyCombinationProvider.GetReadableString(action.KeyCombination);
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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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combinations.Add(str);
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}
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}
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return combinations;
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}
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/// <summary>
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/// Register all defaults for this store.
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/// </summary>
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/// <param name="container">The container to populate defaults from.</param>
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/// <param name="rulesets">The rulesets to populate defaults from.</param>
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public void Register(KeyBindingContainer container, IEnumerable<RulesetInfo> rulesets)
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{
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using (var realm = realmFactory.CreateContext())
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using (var transaction = realm.BeginWrite())
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{
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// intentionally flattened to a list rather than querying against the IQueryable, as nullable fields being queried against aren't indexed.
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// this is much faster as a result.
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var existingBindings = realm.All<RealmKeyBinding>().ToList();
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insertDefaults(realm, existingBindings, container.DefaultKeyBindings);
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foreach (var ruleset in rulesets)
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{
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var instance = ruleset.CreateInstance();
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foreach (int variant in instance.AvailableVariants)
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insertDefaults(realm, existingBindings, instance.GetDefaultKeyBindings(variant), ruleset.ShortName, variant);
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}
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transaction.Commit();
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}
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}
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private void insertDefaults(Realm realm, List<RealmKeyBinding> existingBindings, IEnumerable<IKeyBinding> defaults, string? rulesetName = null, int? variant = null)
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{
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// compare counts in database vs defaults for each action type.
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foreach (var defaultsForAction in defaults.GroupBy(k => k.Action))
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{
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IEnumerable<RealmKeyBinding> existing = existingBindings.Where(k =>
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k.RulesetName == rulesetName
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&& k.Variant == variant
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&& k.ActionInt == (int)defaultsForAction.Key);
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int defaultsCount = defaultsForAction.Count();
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int existingCount = existing.Count();
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if (defaultsCount > existingCount)
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{
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// insert any defaults which are missing.
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realm.Add(defaultsForAction.Skip(existingCount).Select(k => new RealmKeyBinding
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{
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KeyCombinationString = k.KeyCombination.ToString(),
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ActionInt = (int)k.Action,
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RulesetName = rulesetName,
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Variant = variant
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}));
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}
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else if (defaultsCount < existingCount)
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{
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// generally this shouldn't happen, but if the user has more key bindings for an action than we expect,
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// remove the last entries until the count matches for sanity.
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foreach (var k in existing.TakeLast(existingCount - defaultsCount).ToArray())
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{
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realm.Remove(k);
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// Remove from the local flattened/cached list so future lookups don't query now deleted rows.
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existingBindings.Remove(k);
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}
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}
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}
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}
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/// <summary>
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/// Keys which should not be allowed for gameplay input purposes.
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/// </summary>
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private static readonly IEnumerable<InputKey> banned_keys = new[]
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{
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InputKey.MouseWheelDown,
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InputKey.MouseWheelLeft,
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InputKey.MouseWheelUp,
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InputKey.MouseWheelRight
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};
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public static bool CheckValidForGameplay(KeyCombination combination)
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{
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foreach (var key in banned_keys)
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{
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if (combination.Keys.Contains(key))
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return false;
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}
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return true;
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}
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}
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}
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