mirror of
https://github.com/ppy/osu
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23e284b8b3
Avoids a conflict with song select's random rewind functionality. As mentioned in #12776.
268 lines
9.7 KiB
C#
268 lines
9.7 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.ComponentModel;
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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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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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};
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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.Control, InputKey.Plus }, GlobalAction.IncreaseScrollSpeed),
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new KeyBinding(new[] { InputKey.Control, InputKey.Minus }, GlobalAction.DecreaseScrollSpeed),
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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.Control, GlobalAction.HoldForHUD),
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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.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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[Description("Toggle chat overlay")]
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ToggleChat,
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[Description("Toggle social overlay")]
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ToggleSocial,
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[Description("Reset input settings")]
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ResetInputSettings,
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[Description("Toggle toolbar")]
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ToggleToolbar,
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[Description("Toggle settings")]
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ToggleSettings,
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[Description("Toggle beatmap listing")]
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ToggleBeatmapListing,
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[Description("Increase volume")]
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IncreaseVolume,
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[Description("Decrease volume")]
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DecreaseVolume,
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[Description("Toggle mute")]
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ToggleMute,
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// In-Game Keybindings
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[Description("Skip cutscene")]
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SkipCutscene,
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[Description("Quick retry (hold)")]
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QuickRetry,
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[Description("Take screenshot")]
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TakeScreenshot,
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[Description("Toggle gameplay mouse buttons")]
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ToggleGameplayMouseButtons,
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[Description("Back")]
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Back,
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[Description("Increase scroll speed")]
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IncreaseScrollSpeed,
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[Description("Decrease scroll speed")]
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DecreaseScrollSpeed,
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[Description("Select")]
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Select,
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[Description("Quick exit (hold)")]
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QuickExit,
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// Game-wide beatmap music controller keybindings
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[Description("Next track")]
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MusicNext,
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[Description("Previous track")]
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MusicPrev,
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[Description("Play / pause")]
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MusicPlay,
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[Description("Toggle now playing overlay")]
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ToggleNowPlaying,
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[Description("Previous selection")]
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SelectPrevious,
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[Description("Next selection")]
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SelectNext,
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[Description("Home")]
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Home,
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[Description("Toggle notifications")]
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ToggleNotifications,
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[Description("Pause gameplay")]
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PauseGameplay,
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// Editor
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[Description("Setup mode")]
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EditorSetupMode,
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[Description("Compose mode")]
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EditorComposeMode,
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[Description("Design mode")]
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EditorDesignMode,
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[Description("Timing mode")]
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EditorTimingMode,
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[Description("Hold for HUD")]
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HoldForHUD,
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[Description("Random skin")]
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RandomSkin,
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[Description("Pause / resume replay")]
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TogglePauseReplay,
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[Description("Toggle in-game interface")]
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ToggleInGameInterface,
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// Song select keybindings
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[Description("Toggle Mod Select")]
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ToggleModSelection,
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[Description("Random")]
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SelectNextRandom,
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[Description("Rewind")]
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SelectPreviousRandom,
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[Description("Beatmap Options")]
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ToggleBeatmapOptions,
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[Description("Verify mode")]
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EditorVerifyMode,
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[Description("Nudge selection left")]
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EditorNudgeLeft,
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[Description("Nudge selection right")]
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EditorNudgeRight,
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[Description("Toggle skin editor")]
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ToggleSkinEditor,
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}
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}
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