osu/osu.Game.Rulesets.Osu/OsuInputManager.cs

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// 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.
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using System.Collections.Generic;
using System.ComponentModel;
using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Osu
{
public class OsuInputManager : RulesetInputManager<OsuAction>
{
public IEnumerable<OsuAction> PressedActions => KeyBindingContainer.PressedActions;
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public bool AllowUserPresses
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{
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set => ((OsuKeyBindingContainer)KeyBindingContainer).AllowUserPresses = value;
}
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/// <summary>
/// Whether the user's cursor movement events should be accepted.
/// Can be used to block only movement while still accepting button input.
/// </summary>
public bool AllowUserCursorMovement { get; set; } = true;
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protected override KeyBindingContainer<OsuAction> CreateKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
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=> new OsuKeyBindingContainer(ruleset, variant, unique);
public OsuInputManager(RulesetInfo ruleset)
: base(ruleset, 0, SimultaneousBindingMode.Unique)
{
}
protected override bool Handle(UIEvent e)
{
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if (e is MouseMoveEvent && !AllowUserCursorMovement) return false;
return base.Handle(e);
}
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private class OsuKeyBindingContainer : RulesetKeyBindingContainer
{
public bool AllowUserPresses = true;
public OsuKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
: base(ruleset, variant, unique)
{
}
protected override bool Handle(UIEvent e)
{
if (!AllowUserPresses) return false;
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return base.Handle(e);
}
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}
}
public enum OsuAction
{
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[Description("Left button")]
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LeftButton,
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[Description("Right button")]
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RightButton
}
}