osu/osu.Game/Input/Bindings/GlobalActionContainer.cs
2023-06-20 16:54:37 +09:00

379 lines
20 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Localisation;
using osu.Game.Localisation;
namespace osu.Game.Input.Bindings
{
public partial class GlobalActionContainer : DatabasedKeyBindingContainer<GlobalAction>, IHandleGlobalKeyboardInput
{
private readonly Drawable? handler;
private InputManager? parentInputManager;
public GlobalActionContainer(OsuGameBase? game)
: base(matchingMode: KeyCombinationMatchingMode.Modifiers)
{
if (game is IKeyBindingHandler<GlobalAction>)
handler = game;
}
protected override void LoadComplete()
{
base.LoadComplete();
parentInputManager = GetContainingInputManager();
}
// IMPORTANT: Take care when changing order of the items in the enumerable.
// It is used to decide the order of precedence, with the earlier items having higher precedence.
public override IEnumerable<IKeyBinding> DefaultKeyBindings => GlobalKeyBindings
.Concat(EditorKeyBindings)
.Concat(InGameKeyBindings)
.Concat(ReplayKeyBindings)
.Concat(SongSelectKeyBindings)
.Concat(AudioControlKeyBindings)
// Overlay bindings may conflict with more local cases like the editor so they are checked last.
// It has generally been agreed on that local screens like the editor should have priority,
// based on such usages potentially requiring a lot more key bindings that may be "shared" with global ones.
.Concat(OverlayKeyBindings);
public IEnumerable<KeyBinding> GlobalKeyBindings => new[]
{
new KeyBinding(InputKey.Up, GlobalAction.SelectPrevious),
new KeyBinding(InputKey.Down, GlobalAction.SelectNext),
new KeyBinding(InputKey.Left, GlobalAction.SelectPreviousGroup),
new KeyBinding(InputKey.Right, GlobalAction.SelectNextGroup),
new KeyBinding(InputKey.Space, GlobalAction.Select),
new KeyBinding(InputKey.Enter, GlobalAction.Select),
new KeyBinding(InputKey.KeypadEnter, GlobalAction.Select),
new KeyBinding(InputKey.Escape, GlobalAction.Back),
new KeyBinding(InputKey.ExtraMouseButton1, GlobalAction.Back),
new KeyBinding(new[] { InputKey.Alt, InputKey.Home }, GlobalAction.Home),
new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.F }, GlobalAction.ToggleFPSDisplay),
new KeyBinding(new[] { InputKey.Control, InputKey.T }, GlobalAction.ToggleToolbar),
new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.S }, GlobalAction.ToggleSkinEditor),
new KeyBinding(new[] { InputKey.Control, InputKey.P }, GlobalAction.ToggleProfile),
new KeyBinding(new[] { InputKey.Control, InputKey.Alt, InputKey.R }, GlobalAction.ResetInputSettings),
new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.R }, GlobalAction.RandomSkin),
new KeyBinding(InputKey.F10, GlobalAction.ToggleGameplayMouseButtons),
new KeyBinding(InputKey.F12, GlobalAction.TakeScreenshot),
};
public IEnumerable<KeyBinding> OverlayKeyBindings => new[]
{
new KeyBinding(InputKey.F8, GlobalAction.ToggleChat),
new KeyBinding(InputKey.F6, GlobalAction.ToggleNowPlaying),
new KeyBinding(InputKey.F9, GlobalAction.ToggleSocial),
new KeyBinding(new[] { InputKey.Control, InputKey.B }, GlobalAction.ToggleBeatmapListing),
new KeyBinding(new[] { InputKey.Control, InputKey.O }, GlobalAction.ToggleSettings),
new KeyBinding(new[] { InputKey.Control, InputKey.N }, GlobalAction.ToggleNotifications),
};
public IEnumerable<KeyBinding> EditorKeyBindings => new[]
{
new KeyBinding(new[] { InputKey.F1 }, GlobalAction.EditorComposeMode),
new KeyBinding(new[] { InputKey.F2 }, GlobalAction.EditorDesignMode),
new KeyBinding(new[] { InputKey.F3 }, GlobalAction.EditorTimingMode),
new KeyBinding(new[] { InputKey.F4 }, GlobalAction.EditorSetupMode),
new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.A }, GlobalAction.EditorVerifyMode),
new KeyBinding(new[] { InputKey.Control, InputKey.D }, GlobalAction.EditorCloneSelection),
new KeyBinding(new[] { InputKey.J }, GlobalAction.EditorNudgeLeft),
new KeyBinding(new[] { InputKey.K }, GlobalAction.EditorNudgeRight),
new KeyBinding(new[] { InputKey.G }, GlobalAction.EditorCycleGridDisplayMode),
new KeyBinding(new[] { InputKey.F5 }, GlobalAction.EditorTestGameplay),
new KeyBinding(new[] { InputKey.T }, GlobalAction.EditorTapForBPM),
new KeyBinding(new[] { InputKey.Control, InputKey.H }, GlobalAction.EditorFlipHorizontally),
new KeyBinding(new[] { InputKey.Control, InputKey.J }, GlobalAction.EditorFlipVertically),
new KeyBinding(new[] { InputKey.Control, InputKey.Alt, InputKey.MouseWheelDown }, GlobalAction.EditorDecreaseDistanceSpacing),
new KeyBinding(new[] { InputKey.Control, InputKey.Alt, InputKey.MouseWheelUp }, GlobalAction.EditorIncreaseDistanceSpacing),
// Framework automatically converts wheel up/down to left/right when shift is held.
// See https://github.com/ppy/osu-framework/blob/master/osu.Framework/Input/StateChanges/MouseScrollRelativeInput.cs#L37-L38.
new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.MouseWheelRight }, GlobalAction.EditorCyclePreviousBeatSnapDivisor),
new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.MouseWheelLeft }, GlobalAction.EditorCycleNextBeatSnapDivisor),
};
public IEnumerable<KeyBinding> InGameKeyBindings => new[]
{
new KeyBinding(InputKey.Space, GlobalAction.SkipCutscene),
new KeyBinding(InputKey.ExtraMouseButton2, GlobalAction.SkipCutscene),
new KeyBinding(InputKey.Tilde, GlobalAction.QuickRetry),
new KeyBinding(new[] { InputKey.Control, InputKey.Tilde }, GlobalAction.QuickExit),
new KeyBinding(new[] { InputKey.F3 }, GlobalAction.DecreaseScrollSpeed),
new KeyBinding(new[] { InputKey.F4 }, GlobalAction.IncreaseScrollSpeed),
new KeyBinding(new[] { InputKey.Shift, InputKey.Tab }, GlobalAction.ToggleInGameInterface),
new KeyBinding(InputKey.MouseMiddle, GlobalAction.PauseGameplay),
new KeyBinding(InputKey.Control, GlobalAction.HoldForHUD),
new KeyBinding(InputKey.Tab, GlobalAction.ToggleChatFocus),
new KeyBinding(InputKey.F1, GlobalAction.SaveReplay),
new KeyBinding(InputKey.F2, GlobalAction.ExportReplay),
};
public IEnumerable<KeyBinding> ReplayKeyBindings => new[]
{
new KeyBinding(InputKey.Space, GlobalAction.TogglePauseReplay),
new KeyBinding(InputKey.MouseMiddle, GlobalAction.TogglePauseReplay),
new KeyBinding(InputKey.Left, GlobalAction.SeekReplayBackward),
new KeyBinding(InputKey.Right, GlobalAction.SeekReplayForward),
};
public IEnumerable<KeyBinding> SongSelectKeyBindings => new[]
{
new KeyBinding(InputKey.F1, GlobalAction.ToggleModSelection),
new KeyBinding(InputKey.F2, GlobalAction.SelectNextRandom),
new KeyBinding(new[] { InputKey.Shift, InputKey.F2 }, GlobalAction.SelectPreviousRandom),
new KeyBinding(InputKey.F3, GlobalAction.ToggleBeatmapOptions),
new KeyBinding(InputKey.BackSpace, GlobalAction.DeselectAllMods),
};
public IEnumerable<KeyBinding> AudioControlKeyBindings => new[]
{
new KeyBinding(new[] { InputKey.Alt, InputKey.Up }, GlobalAction.IncreaseVolume),
new KeyBinding(new[] { InputKey.Alt, InputKey.Down }, GlobalAction.DecreaseVolume),
new KeyBinding(new[] { InputKey.Alt, InputKey.Left }, GlobalAction.PreviousVolumeMeter),
new KeyBinding(new[] { InputKey.Alt, InputKey.Right }, GlobalAction.NextVolumeMeter),
new KeyBinding(new[] { InputKey.Control, InputKey.F4 }, GlobalAction.ToggleMute),
new KeyBinding(InputKey.TrackPrevious, GlobalAction.MusicPrev),
new KeyBinding(InputKey.F1, GlobalAction.MusicPrev),
new KeyBinding(InputKey.TrackNext, GlobalAction.MusicNext),
new KeyBinding(InputKey.F5, GlobalAction.MusicNext),
new KeyBinding(InputKey.PlayPause, GlobalAction.MusicPlay),
new KeyBinding(InputKey.F3, GlobalAction.MusicPlay)
};
protected override IEnumerable<Drawable> KeyBindingInputQueue
{
get
{
// To ensure the global actions are handled with priority, this GlobalActionContainer is actually placed after game content.
// It does not contain children as expected, so we need to forward the NonPositionalInputQueue from the parent input manager to correctly
// allow the whole game to handle these actions.
// An eventual solution to this hack is to create localised action containers for individual components like SongSelect, but this will take some rearranging.
var inputQueue = parentInputManager?.NonPositionalInputQueue ?? base.KeyBindingInputQueue;
return handler != null ? inputQueue.Prepend(handler) : inputQueue;
}
}
}
public enum GlobalAction
{
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleChat))]
ToggleChat,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleSocial))]
ToggleSocial,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ResetInputSettings))]
ResetInputSettings,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleToolbar))]
ToggleToolbar,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleSettings))]
ToggleSettings,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleBeatmapListing))]
ToggleBeatmapListing,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.IncreaseVolume))]
IncreaseVolume,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.DecreaseVolume))]
DecreaseVolume,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleMute))]
ToggleMute,
// In-Game Keybindings
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.SkipCutscene))]
SkipCutscene,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.QuickRetry))]
QuickRetry,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.TakeScreenshot))]
TakeScreenshot,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleGameplayMouseButtons))]
ToggleGameplayMouseButtons,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.Back))]
Back,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.IncreaseScrollSpeed))]
IncreaseScrollSpeed,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.DecreaseScrollSpeed))]
DecreaseScrollSpeed,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.Select))]
Select,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.QuickExit))]
QuickExit,
// Game-wide beatmap music controller keybindings
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.MusicNext))]
MusicNext,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.MusicPrev))]
MusicPrev,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.MusicPlay))]
MusicPlay,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleNowPlaying))]
ToggleNowPlaying,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.SelectPrevious))]
SelectPrevious,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.SelectNext))]
SelectNext,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.Home))]
Home,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleNotifications))]
ToggleNotifications,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.PauseGameplay))]
PauseGameplay,
// Editor
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorSetupMode))]
EditorSetupMode,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorComposeMode))]
EditorComposeMode,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorDesignMode))]
EditorDesignMode,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorTimingMode))]
EditorTimingMode,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.HoldForHUD))]
HoldForHUD,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.RandomSkin))]
RandomSkin,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.TogglePauseReplay))]
TogglePauseReplay,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleInGameInterface))]
ToggleInGameInterface,
// Song select keybindings
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleModSelection))]
ToggleModSelection,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.SelectNextRandom))]
SelectNextRandom,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.SelectPreviousRandom))]
SelectPreviousRandom,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleBeatmapOptions))]
ToggleBeatmapOptions,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorVerifyMode))]
EditorVerifyMode,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorNudgeLeft))]
EditorNudgeLeft,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorNudgeRight))]
EditorNudgeRight,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleSkinEditor))]
ToggleSkinEditor,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.PreviousVolumeMeter))]
PreviousVolumeMeter,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.NextVolumeMeter))]
NextVolumeMeter,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.SeekReplayForward))]
SeekReplayForward,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.SeekReplayBackward))]
SeekReplayBackward,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleChatFocus))]
ToggleChatFocus,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorCycleGridDisplayMode))]
EditorCycleGridDisplayMode,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorTestGameplay))]
EditorTestGameplay,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorFlipHorizontally))]
EditorFlipHorizontally,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorFlipVertically))]
EditorFlipVertically,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorIncreaseDistanceSpacing))]
EditorIncreaseDistanceSpacing,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorDecreaseDistanceSpacing))]
EditorDecreaseDistanceSpacing,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.SelectPreviousGroup))]
SelectPreviousGroup,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.SelectNextGroup))]
SelectNextGroup,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.DeselectAllMods))]
DeselectAllMods,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorTapForBPM))]
EditorTapForBPM,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleFPSCounter))]
ToggleFPSDisplay,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleProfile))]
ToggleProfile,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorCloneSelection))]
EditorCloneSelection,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorCyclePreviousBeatSnapDivisor))]
EditorCyclePreviousBeatSnapDivisor,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorCycleNextBeatSnapDivisor))]
EditorCycleNextBeatSnapDivisor,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.SaveReplay))]
SaveReplay,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ExportReplay))]
ExportReplay,
}
}