2019-01-24 08:43:03 +00:00
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// 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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2018-04-13 09:19:50 +00:00
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using System.Collections.Generic;
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using System.ComponentModel;
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2022-10-09 12:28:12 +00:00
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using System.Linq;
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2023-01-16 10:35:55 +00:00
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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2018-04-13 09:19:50 +00:00
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using osu.Framework.Input.Bindings;
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2018-10-02 03:02:47 +00:00
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using osu.Framework.Input.Events;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.UI;
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2018-04-13 09:19:50 +00:00
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using osu.Game.Rulesets.UI;
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using osuTK;
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2018-04-13 09:19:50 +00:00
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namespace osu.Game.Rulesets.Osu
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{
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public partial class OsuInputManager : RulesetInputManager<OsuAction>
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{
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public IEnumerable<OsuAction> PressedActions => KeyBindingContainer.PressedActions;
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2022-10-10 06:42:08 +00:00
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/// <summary>
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/// Whether gameplay input buttons should be allowed.
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/// Defaults to <c>true</c>, generally used for mods like Relax which turn off main inputs.
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/// </summary>
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/// <remarks>
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/// Of note, auxiliary inputs like the "smoke" key are left usable.
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/// </remarks>
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public bool AllowGameplayInputs
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{
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get => ((OsuKeyBindingContainer)KeyBindingContainer).AllowGameplayInputs;
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set => ((OsuKeyBindingContainer)KeyBindingContainer).AllowGameplayInputs = value;
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2018-08-17 10:33:14 +00:00
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}
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2019-08-12 06:00:32 +00:00
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/// <summary>
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/// Whether the user's cursor movement events should be accepted.
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/// Can be used to block only movement while still accepting button input.
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/// </summary>
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2019-05-10 16:12:32 +00:00
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public bool AllowUserCursorMovement { get; set; } = true;
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2020-03-23 08:33:02 +00:00
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protected override KeyBindingContainer<OsuAction> CreateKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
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=> new OsuKeyBindingContainer(ruleset, variant, unique);
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public bool CheckScreenSpaceActionPressJudgeable(Vector2 screenSpacePosition) =>
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// This is a very naive but simple approach.
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//
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// Based on user feedback of more nuanced scenarios (where touch doesn't behave as expected),
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// this can be expanded to a more complex implementation, but I'd still want to keep it as simple as we can.
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NonPositionalInputQueue.OfType<DrawableHitCircle.HitReceptor>().Any(c => c.ReceivePositionalInputAt(screenSpacePosition));
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public OsuInputManager(RulesetInfo ruleset)
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: base(ruleset, 0, SimultaneousBindingMode.Unique)
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{
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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Add(new OsuTouchInputMapper(this) { RelativeSizeAxes = Axes.Both });
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}
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protected override bool Handle(UIEvent e)
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{
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if ((e is MouseMoveEvent || e is TouchMoveEvent) && !AllowUserCursorMovement) return false;
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return base.Handle(e);
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}
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private partial class OsuKeyBindingContainer : RulesetKeyBindingContainer
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{
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private bool allowGameplayInputs = true;
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/// <summary>
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/// Whether gameplay input buttons should be allowed.
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/// Defaults to <c>true</c>, generally used for mods like Relax which turn off main inputs.
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/// </summary>
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/// <remarks>
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/// Of note, auxiliary inputs like the "smoke" key are left usable.
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/// </remarks>
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public bool AllowGameplayInputs
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{
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get => allowGameplayInputs;
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set
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{
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allowGameplayInputs = value;
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ReloadMappings();
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}
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}
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2022-10-09 12:28:12 +00:00
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2018-08-17 10:33:14 +00:00
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public OsuKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
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: base(ruleset, variant, unique)
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{
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}
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protected override void ReloadMappings(IQueryable<RealmKeyBinding> realmKeyBindings)
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{
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base.ReloadMappings(realmKeyBindings);
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if (!AllowGameplayInputs)
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KeyBindings = KeyBindings.Where(b => b.GetAction<OsuAction>() == OsuAction.Smoke).ToList();
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}
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2018-04-13 09:19:50 +00:00
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}
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}
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public enum OsuAction
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{
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[Description("Left button")]
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LeftButton,
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[Description("Right button")]
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RightButton,
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[Description("Smoke")]
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Smoke,
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}
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}
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