mirror of
https://github.com/ppy/osu
synced 2024-12-22 14:54:35 +00:00
135 lines
5.4 KiB
C#
135 lines
5.4 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.Input;
|
|
using osu.Framework.Input.Bindings;
|
|
using osu.Game.Database;
|
|
using osu.Game.Input.Bindings;
|
|
using osu.Game.Rulesets;
|
|
using Realms;
|
|
|
|
namespace osu.Game.Input
|
|
{
|
|
public class RealmKeyBindingStore
|
|
{
|
|
private readonly RealmAccess realm;
|
|
private readonly ReadableKeyCombinationProvider keyCombinationProvider;
|
|
|
|
public RealmKeyBindingStore(RealmAccess realm, ReadableKeyCombinationProvider keyCombinationProvider)
|
|
{
|
|
this.realm = realm;
|
|
this.keyCombinationProvider = keyCombinationProvider;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Retrieve all user-defined key combinations (in a format that can be displayed) for a specific action.
|
|
/// </summary>
|
|
/// <param name="globalAction">The action to lookup.</param>
|
|
/// <returns>A set of display strings for all the user's key configuration for the action.</returns>
|
|
public IReadOnlyList<string> GetReadableKeyCombinationsFor(GlobalAction globalAction)
|
|
{
|
|
List<string> combinations = new List<string>();
|
|
|
|
realm.Run(context =>
|
|
{
|
|
foreach (var action in context.All<RealmKeyBinding>().Where(b => string.IsNullOrEmpty(b.RulesetName) && (GlobalAction)b.ActionInt == globalAction))
|
|
{
|
|
string str = keyCombinationProvider.GetReadableString(action.KeyCombination);
|
|
|
|
// even if found, the readable string may be empty for an unbound action.
|
|
if (str.Length > 0)
|
|
combinations.Add(str);
|
|
}
|
|
});
|
|
|
|
return combinations;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Register all defaults for this store.
|
|
/// </summary>
|
|
/// <param name="container">The container to populate defaults from.</param>
|
|
/// <param name="rulesets">The rulesets to populate defaults from.</param>
|
|
public void Register(KeyBindingContainer container, IEnumerable<RulesetInfo> rulesets)
|
|
{
|
|
realm.Run(r =>
|
|
{
|
|
using (var transaction = r.BeginWrite())
|
|
{
|
|
// intentionally flattened to a list rather than querying against the IQueryable, as nullable fields being queried against aren't indexed.
|
|
// this is much faster as a result.
|
|
var existingBindings = r.All<RealmKeyBinding>().ToList();
|
|
|
|
insertDefaults(r, existingBindings, container.DefaultKeyBindings);
|
|
|
|
foreach (var ruleset in rulesets)
|
|
{
|
|
var instance = ruleset.CreateInstance();
|
|
foreach (int variant in instance.AvailableVariants)
|
|
insertDefaults(r, existingBindings, instance.GetDefaultKeyBindings(variant), ruleset.ShortName, variant);
|
|
}
|
|
|
|
transaction.Commit();
|
|
}
|
|
});
|
|
}
|
|
|
|
private void insertDefaults(Realm realm, List<RealmKeyBinding> existingBindings, IEnumerable<IKeyBinding> defaults, string? rulesetName = null, int? variant = null)
|
|
{
|
|
// compare counts in database vs defaults for each action type.
|
|
foreach (var defaultsForAction in defaults.GroupBy(k => k.Action))
|
|
{
|
|
IEnumerable<RealmKeyBinding> existing = existingBindings.Where(k =>
|
|
k.RulesetName == rulesetName
|
|
&& k.Variant == variant
|
|
&& k.ActionInt == (int)defaultsForAction.Key);
|
|
|
|
int defaultsCount = defaultsForAction.Count();
|
|
int existingCount = existing.Count();
|
|
|
|
if (defaultsCount > existingCount)
|
|
{
|
|
// insert any defaults which are missing.
|
|
realm.Add(defaultsForAction.Skip(existingCount).Select(k => new RealmKeyBinding(k.Action, k.KeyCombination, rulesetName, variant)));
|
|
}
|
|
else if (defaultsCount < existingCount)
|
|
{
|
|
// generally this shouldn't happen, but if the user has more key bindings for an action than we expect,
|
|
// remove the last entries until the count matches for sanity.
|
|
foreach (var k in existing.TakeLast(existingCount - defaultsCount).ToArray())
|
|
{
|
|
realm.Remove(k);
|
|
|
|
// Remove from the local flattened/cached list so future lookups don't query now deleted rows.
|
|
existingBindings.Remove(k);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Keys which should not be allowed for gameplay input purposes.
|
|
/// </summary>
|
|
private static readonly IEnumerable<InputKey> banned_keys = new[]
|
|
{
|
|
InputKey.MouseWheelDown,
|
|
InputKey.MouseWheelLeft,
|
|
InputKey.MouseWheelUp,
|
|
InputKey.MouseWheelRight
|
|
};
|
|
|
|
public static bool CheckValidForGameplay(KeyCombination combination)
|
|
{
|
|
foreach (var key in banned_keys)
|
|
{
|
|
if (combination.Keys.Contains(key))
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|