mirror of
https://github.com/ppy/osu
synced 2024-12-12 09:58:22 +00:00
ce29d6fd81
Not the most obvious keys, but does match stable expectations so let's go with it for now. Rationale for not using +/- is that local audio offset was bound to those, and people will expect it to be when we get to implementing eventually. Also, adjust the scroll speed is a pretty rare thing to do since it's been constant across beatmaps for years now.
294 lines
15 KiB
C#
294 lines
15 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.Graphics;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Localisation;
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using osu.Game.Localisation;
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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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private readonly Drawable handler;
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private InputManager parentInputManager;
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public GlobalActionContainer(OsuGameBase game)
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: base(matchingMode: KeyCombinationMatchingMode.Modifiers)
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{
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if (game is IKeyBindingHandler<GlobalAction>)
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handler = game;
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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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parentInputManager = GetContainingInputManager();
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}
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public override IEnumerable<IKeyBinding> DefaultKeyBindings => GlobalKeyBindings
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.Concat(EditorKeyBindings)
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.Concat(InGameKeyBindings)
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.Concat(SongSelectKeyBindings)
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.Concat(AudioControlKeyBindings);
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public IEnumerable<KeyBinding> GlobalKeyBindings => new[]
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{
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new KeyBinding(InputKey.F6, GlobalAction.ToggleNowPlaying),
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new KeyBinding(InputKey.F8, GlobalAction.ToggleChat),
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new KeyBinding(InputKey.F9, GlobalAction.ToggleSocial),
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new KeyBinding(InputKey.F10, GlobalAction.ToggleGameplayMouseButtons),
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new KeyBinding(InputKey.F12, GlobalAction.TakeScreenshot),
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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.ToggleBeatmapListing),
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new KeyBinding(new[] { InputKey.Control, InputKey.N }, GlobalAction.ToggleNotifications),
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new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.S }, GlobalAction.ToggleSkinEditor),
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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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new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.A }, GlobalAction.EditorVerifyMode),
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new KeyBinding(new[] { InputKey.J }, GlobalAction.EditorNudgeLeft),
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new KeyBinding(new[] { InputKey.K }, GlobalAction.EditorNudgeRight),
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new KeyBinding(new[] { InputKey.G }, GlobalAction.EditorCycleGridDisplayMode),
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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.F3 }, GlobalAction.DecreaseScrollSpeed),
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new KeyBinding(new[] { InputKey.F4 }, GlobalAction.IncreaseScrollSpeed),
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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.Left, GlobalAction.SeekReplayBackward),
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new KeyBinding(InputKey.Right, GlobalAction.SeekReplayForward),
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new KeyBinding(InputKey.Control, GlobalAction.HoldForHUD),
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new KeyBinding(InputKey.Tab, GlobalAction.ToggleChatFocus),
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};
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public IEnumerable<KeyBinding> SongSelectKeyBindings => new[]
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{
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new KeyBinding(InputKey.F1, GlobalAction.ToggleModSelection),
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new KeyBinding(InputKey.F2, GlobalAction.SelectNextRandom),
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new KeyBinding(new[] { InputKey.Shift, InputKey.F2 }, GlobalAction.SelectPreviousRandom),
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new KeyBinding(InputKey.F3, GlobalAction.ToggleBeatmapOptions)
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};
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public IEnumerable<KeyBinding> AudioControlKeyBindings => new[]
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{
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new KeyBinding(new[] { InputKey.Alt, InputKey.Up }, GlobalAction.IncreaseVolume),
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new KeyBinding(new[] { InputKey.Alt, InputKey.Down }, GlobalAction.DecreaseVolume),
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new KeyBinding(new[] { InputKey.Alt, InputKey.Left }, GlobalAction.PreviousVolumeMeter),
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new KeyBinding(new[] { InputKey.Alt, InputKey.Right }, GlobalAction.NextVolumeMeter),
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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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new KeyBinding(InputKey.TrackNext, GlobalAction.MusicNext),
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new KeyBinding(InputKey.F5, GlobalAction.MusicNext),
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new KeyBinding(InputKey.PlayPause, GlobalAction.MusicPlay),
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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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{
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get
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{
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// To ensure the global actions are handled with priority, this GlobalActionContainer is actually placed after game content.
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// It does not contain children as expected, so we need to forward the NonPositionalInputQueue from the parent input manager to correctly
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// allow the whole game to handle these actions.
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// An eventual solution to this hack is to create localised action containers for individual components like SongSelect, but this will take some rearranging.
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var inputQueue = parentInputManager?.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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{
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleChat))]
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ToggleChat,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleSocial))]
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ToggleSocial,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ResetInputSettings))]
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ResetInputSettings,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleToolbar))]
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ToggleToolbar,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleSettings))]
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ToggleSettings,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleBeatmapListing))]
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ToggleBeatmapListing,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.IncreaseVolume))]
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IncreaseVolume,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.DecreaseVolume))]
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DecreaseVolume,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleMute))]
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ToggleMute,
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// In-Game Keybindings
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.SkipCutscene))]
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SkipCutscene,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.QuickRetry))]
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QuickRetry,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.TakeScreenshot))]
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TakeScreenshot,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleGameplayMouseButtons))]
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ToggleGameplayMouseButtons,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.Back))]
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Back,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.IncreaseScrollSpeed))]
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IncreaseScrollSpeed,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.DecreaseScrollSpeed))]
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DecreaseScrollSpeed,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.Select))]
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Select,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.QuickExit))]
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QuickExit,
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// Game-wide beatmap music controller keybindings
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.MusicNext))]
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MusicNext,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.MusicPrev))]
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MusicPrev,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.MusicPlay))]
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MusicPlay,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleNowPlaying))]
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ToggleNowPlaying,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.SelectPrevious))]
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SelectPrevious,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.SelectNext))]
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SelectNext,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.Home))]
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Home,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleNotifications))]
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ToggleNotifications,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.PauseGameplay))]
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PauseGameplay,
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// Editor
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorSetupMode))]
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EditorSetupMode,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorComposeMode))]
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EditorComposeMode,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorDesignMode))]
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EditorDesignMode,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorTimingMode))]
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EditorTimingMode,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.HoldForHUD))]
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HoldForHUD,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.RandomSkin))]
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RandomSkin,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.TogglePauseReplay))]
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TogglePauseReplay,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleInGameInterface))]
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ToggleInGameInterface,
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// Song select keybindings
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleModSelection))]
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ToggleModSelection,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.SelectNextRandom))]
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SelectNextRandom,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.SelectPreviousRandom))]
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SelectPreviousRandom,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleBeatmapOptions))]
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ToggleBeatmapOptions,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorVerifyMode))]
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EditorVerifyMode,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorNudgeLeft))]
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EditorNudgeLeft,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorNudgeRight))]
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EditorNudgeRight,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleSkinEditor))]
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ToggleSkinEditor,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.PreviousVolumeMeter))]
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PreviousVolumeMeter,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.NextVolumeMeter))]
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NextVolumeMeter,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.SeekReplayForward))]
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SeekReplayForward,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.SeekReplayBackward))]
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SeekReplayBackward,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleChatFocus))]
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ToggleChatFocus,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorCycleGridDisplayMode))]
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EditorCycleGridDisplayMode
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}
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}
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