mirror of
https://github.com/ppy/osu
synced 2024-12-12 18:07:52 +00:00
99 lines
4.6 KiB
C#
99 lines
4.6 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;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Input.Bindings;
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using osu.Game.Database;
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using osu.Game.Rulesets;
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using Realms;
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namespace osu.Game.Input.Bindings
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{
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/// <summary>
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/// A KeyBindingInputManager with a database backing for custom overrides.
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/// </summary>
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/// <typeparam name="T">The type of the custom action.</typeparam>
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public class DatabasedKeyBindingContainer<T> : KeyBindingContainer<T>
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where T : struct
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{
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private readonly RulesetInfo ruleset;
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private readonly int? variant;
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private IDisposable realmSubscription;
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[Resolved]
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private RealmAccess realm { get; set; }
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public override IEnumerable<IKeyBinding> DefaultKeyBindings => ruleset.CreateInstance().GetDefaultKeyBindings(variant ?? 0);
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/// <summary>
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/// Create a new instance.
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/// </summary>
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/// <param name="ruleset">A reference to identify the current <see cref="Ruleset"/>. Used to lookup mappings. Null for global mappings.</param>
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/// <param name="variant">An optional variant for the specified <see cref="Ruleset"/>. Used when a ruleset has more than one possible keyboard layouts.</param>
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/// <param name="simultaneousMode">Specify how to deal with multiple matches of <see cref="KeyCombination"/>s and <typeparamref name="T"/>s.</param>
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/// <param name="matchingMode">Specify how to deal with exact <see cref="KeyCombination"/> matches.</param>
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public DatabasedKeyBindingContainer(RulesetInfo ruleset = null, int? variant = null, SimultaneousBindingMode simultaneousMode = SimultaneousBindingMode.None, KeyCombinationMatchingMode matchingMode = KeyCombinationMatchingMode.Any)
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: base(simultaneousMode, matchingMode)
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{
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this.ruleset = ruleset;
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this.variant = variant;
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if (ruleset != null && variant == null)
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throw new InvalidOperationException($"{nameof(variant)} can not be null when a non-null {nameof(ruleset)} is provided.");
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}
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protected override void LoadComplete()
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{
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realmSubscription = realm.RegisterForNotifications(queryRealmKeyBindings, (sender, changes, error) =>
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{
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// The first fire of this is a bit redundant as this is being called in base.LoadComplete,
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// but this is safest in case the subscription is restored after a context recycle.
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reloadMappings(sender.AsQueryable());
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});
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base.LoadComplete();
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}
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protected override void ReloadMappings() => reloadMappings(queryRealmKeyBindings(realm.Realm));
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private IQueryable<RealmKeyBinding> queryRealmKeyBindings(Realm realm)
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{
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string rulesetName = ruleset?.ShortName;
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return realm.All<RealmKeyBinding>()
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.Where(b => b.RulesetName == rulesetName && b.Variant == variant);
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}
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private void reloadMappings(IQueryable<RealmKeyBinding> realmKeyBindings)
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{
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var defaults = DefaultKeyBindings.ToList();
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List<RealmKeyBinding> newBindings = realmKeyBindings.Detach()
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// this ordering is important to ensure that we read entries from the database in the order
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// enforced by DefaultKeyBindings. allow for song select to handle actions that may otherwise
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// have been eaten by the music controller due to query order.
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.OrderBy(b => defaults.FindIndex(d => (int)d.Action == b.ActionInt)).ToList();
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// In the case no bindings were found in the database, presume this usage is for a non-databased ruleset.
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// This actually should never be required and can be removed if it is ever deemed to cause a problem.
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// See https://github.com/ppy/osu/issues/8805 for original reasoning, which is no longer valid as we use ShortName
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// for lookups these days.
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if (newBindings.Count == 0)
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KeyBindings = defaults;
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else
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KeyBindings = newBindings;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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realmSubscription?.Dispose();
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}
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}
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}
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