osu/osu.Game/Input/Bindings/DatabasedKeyBindingContaine...

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