mirror of
https://github.com/ppy/osu
synced 2024-12-29 02:12:43 +00:00
Remove shortcomings, remove InputState.Data usage, make everything amazing
No more casting!
This commit is contained in:
parent
1fe273cbc0
commit
798fff00b2
@ -8,8 +8,8 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Input;
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using osu.Framework.MathUtils;
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using osu.Game.Input;
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using osu.Game.Rulesets.Catch.Judgements;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Objects.Drawable;
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@ -48,7 +48,7 @@ namespace osu.Game.Rulesets.Catch.UI
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catcher.Size = new Vector2(DrawSize.Y);
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}
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private class Catcher : Container
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private class Catcher : Container, IHandleActions<CatchAction>
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{
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private Texture texture;
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@ -104,48 +104,40 @@ namespace osu.Game.Rulesets.Catch.UI
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OriginPosition = new Vector2(DrawWidth / 2, 10) //temporary until the sprite is aligned correctly.
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};
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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public bool OnPressed(CatchAction action)
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{
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if (args.Repeat) return true;
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if (state.Data is CatchAction)
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switch (action)
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{
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switch ((CatchAction)state.Data)
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{
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case CatchAction.MoveLeft:
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currentDirection--;
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return true;
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case CatchAction.MoveRight:
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currentDirection++;
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return true;
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case CatchAction.Dash:
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Dashing = true;
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return true;
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}
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case CatchAction.MoveLeft:
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currentDirection--;
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return true;
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case CatchAction.MoveRight:
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currentDirection++;
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return true;
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case CatchAction.Dash:
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Dashing = true;
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return true;
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}
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return base.OnKeyDown(state, args);
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return false;
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}
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protected override bool OnKeyUp(InputState state, KeyUpEventArgs args)
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public bool OnReleased(CatchAction action)
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{
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if (state.Data is CatchAction)
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switch (action)
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{
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switch ((CatchAction)state.Data)
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{
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case CatchAction.MoveLeft:
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currentDirection++;
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return true;
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case CatchAction.MoveRight:
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currentDirection--;
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return true;
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case CatchAction.Dash:
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Dashing = false;
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return true;
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}
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case CatchAction.MoveLeft:
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currentDirection++;
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return true;
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case CatchAction.MoveRight:
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currentDirection--;
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return true;
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case CatchAction.Dash:
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Dashing = false;
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return true;
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}
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return base.OnKeyUp(state, args);
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return false;
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}
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protected override void Update()
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@ -7,12 +7,12 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Input;
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using osu.Game.Input;
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using OpenTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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{
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public class CirclePiece : Container
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public class CirclePiece : Container, IHandleActions<OsuAction>
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{
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private readonly Sprite disc;
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@ -49,19 +49,18 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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disc.Texture = textures.Get(@"Play/osu/disc");
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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public bool OnPressed(OsuAction action)
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{
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if (state.Data is OsuAction)
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switch (action)
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{
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switch ((OsuAction)state.Data)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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return IsHovered && (Hit?.Invoke() ?? false);
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}
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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return IsHovered && (Hit?.Invoke() ?? false);
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}
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return false;
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}
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public bool OnReleased(OsuAction action) => false;
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}
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}
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@ -8,15 +8,15 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Input;
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using OpenTK;
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using OpenTK.Graphics;
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namespace osu.Game.Rulesets.Osu.UI.Cursor
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{
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public class GameplayCursor : CursorContainer
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public class GameplayCursor : CursorContainer, IHandleActions<OsuAction>
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{
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protected override Drawable CreateCursor() => new OsuCursor();
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@ -27,40 +27,6 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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private int downCount;
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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if (state.Data is OsuAction)
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{
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switch ((OsuAction)state.Data)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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downCount++;
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ActiveCursor.ScaleTo(1).ScaleTo(1.2f, 100, Easing.OutQuad);
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break;
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}
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}
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return false;
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}
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protected override bool OnKeyUp(InputState state, KeyUpEventArgs args)
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{
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if (state.Data is OsuAction)
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{
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switch ((OsuAction)state.Data)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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if (--downCount == 0)
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ActiveCursor.ScaleTo(1, 200, Easing.OutQuad);
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break;
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}
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}
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return false;
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}
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public class OsuCursor : Container
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{
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private Container cursorContainer;
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@ -165,5 +131,33 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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cursorContainer.Scale = new Vector2(scale);
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}
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}
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public bool OnPressed(OsuAction action)
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{
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switch (action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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downCount++;
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ActiveCursor.ScaleTo(1).ScaleTo(1.2f, 100, Easing.OutQuad);
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break;
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}
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return false;
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}
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public bool OnReleased(OsuAction action)
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{
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switch (action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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if (--downCount == 0)
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ActiveCursor.ScaleTo(1, 200, Easing.OutQuad);
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break;
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}
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return false;
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}
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}
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}
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@ -1,36 +1,17 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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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.Graphics;
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using osu.Framework.Input;
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using osu.Game.Rulesets;
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namespace osu.Game.Input
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{
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public enum ConcurrentActionMode
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{
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/// <summary>
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/// One action can be actuated at once. The first action matching a chord will take precedence and no other action will be actuated until it has been released.
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/// </summary>
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None,
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/// <summary>
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/// Unique actions are allowed to be fired at the same time. There may therefore be more than one action in an actuated state at once.
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/// If one action has multiple bindings, only the first will add actuation data, and the last to be released will add de-actuation data.
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/// </summary>
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UniqueActions,
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/// <summary>
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/// Both unique actions and the same action can be concurrently actuated.
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/// Same as <see cref="UniqueActions"/>, but multiple bindings for the same action will individually add actuation and de-actuation data to events.
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/// </summary>
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UniqueAndSameActions,
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}
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/// <summary>
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/// Maps custom action data of type <see cref="T"/> and stores to <see cref="InputState.Data"/>.
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/// Maps input actions to custom action data of type <see cref="T"/>. Use in conjunction with <see cref="Drawable"/>s implementing <see cref="IHandleActions{T}"/>.
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/// </summary>
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/// <typeparam name="T">The type of the custom action.</typeparam>
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public abstract class ActionMappingInputManager<T> : PassThroughInputManager
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@ -82,37 +63,35 @@ namespace osu.Game.Input
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foreach (var b in store.Query<Binding>(b => b.RulesetID == rulesetId && b.Variant == variant))
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mappings.Add(b);
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}
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if (concurrencyMode > ConcurrentActionMode.None)
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{
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// ensure we have no overlapping bindings.
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foreach (var m in mappings)
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foreach (var colliding in mappings.Where(k => !k.Keys.Equals(m.Keys) && k.Keys.CheckValid(m.Keys.Keys)))
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throw new InvalidOperationException($"Multiple partially overlapping bindings are not supported ({m} and {colliding} are colliding)!");
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}
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}
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private readonly List<Binding> pressedBindings = new List<Binding>();
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protected override void PopulateDataKeyDown(InputState state, KeyDownEventArgs args)
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protected override bool PropagateKeyDown(IEnumerable<Drawable> drawables, InputState state, KeyDownEventArgs args)
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{
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bool handled = false;
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if (!args.Repeat && (concurrencyMode > ConcurrentActionMode.None || pressedBindings.Count == 0))
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{
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Binding validBinding;
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if ((validBinding = mappings.Except(pressedBindings).LastOrDefault(m => m.Keys.CheckValid(state.Keyboard.Keys, concurrencyMode == ConcurrentActionMode.None))) != null)
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while ((validBinding = mappings.Except(pressedBindings).LastOrDefault(m => m.Keys.CheckValid(state.Keyboard.Keys, concurrencyMode == ConcurrentActionMode.None))) != null)
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{
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if (concurrencyMode == ConcurrentActionMode.UniqueAndSameActions || pressedBindings.All(p => p.Action != validBinding.Action))
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state.Data = validBinding.GetAction<T>();
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handled = drawables.OfType<IHandleActions<T>>().Any(d => d.OnPressed(validBinding.GetAction<T>()));
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// store both the pressed combination and the resulting action, just in case the assignments change while we are actuated.
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pressedBindings.Add(validBinding);
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}
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}
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return handled || base.PropagateKeyDown(drawables, state, args);
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}
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protected override void PopulateDataKeyUp(InputState state, KeyUpEventArgs args)
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protected override bool PropagateKeyUp(IEnumerable<Drawable> drawables, InputState state, KeyUpEventArgs args)
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{
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bool handled = false;
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foreach (var binding in pressedBindings.ToList())
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{
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if (!binding.Keys.CheckValid(state.Keyboard.Keys, concurrencyMode == ConcurrentActionMode.None))
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@ -121,10 +100,32 @@ namespace osu.Game.Input
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pressedBindings.Remove(binding);
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if (concurrencyMode == ConcurrentActionMode.UniqueAndSameActions || pressedBindings.All(p => p.Action != binding.Action))
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{
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// set data as KeyUp if we're all done with this action.
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state.Data = binding.GetAction<T>();
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handled = drawables.OfType<IHandleActions<T>>().Any(d => d.OnReleased(binding.GetAction<T>()));
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}
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}
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}
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return handled || base.PropagateKeyUp(drawables, state, args);
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}
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}
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public enum ConcurrentActionMode
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{
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/// <summary>
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/// One action can be actuated at once. The first action matching a chord will take precedence and no other action will be actuated until it has been released.
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/// </summary>
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None,
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/// <summary>
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/// Unique actions are allowed to be fired at the same time. There may therefore be more than one action in an actuated state at once.
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/// If one action has multiple bindings, only the first will add actuation data, and the last to be released will add de-actuation data.
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/// </summary>
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UniqueActions,
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/// <summary>
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/// Both unique actions and the same action can be concurrently actuated.
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/// Same as <see cref="UniqueActions"/>, but multiple bindings for the same action will individually add actuation and de-actuation data to events.
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/// </summary>
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UniqueAndSameActions,
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}
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}
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24
osu.Game/Input/GlobalHotkeys.cs
Normal file
24
osu.Game/Input/GlobalHotkeys.cs
Normal file
@ -0,0 +1,24 @@
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using System;
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using osu.Framework.Graphics;
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namespace osu.Game.Input
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{
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/// <summary>
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/// A simple placeholder container which allows handling keyboard input at a higher level than otherwise possible.
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/// </summary>
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public class GlobalHotkeys : Drawable, IHandleActions<GlobalAction>
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{
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public Func<GlobalAction, bool> Handler;
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public override bool HandleInput => true;
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public GlobalHotkeys()
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{
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RelativeSizeAxes = Axes.Both;
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}
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public bool OnPressed(GlobalAction action) => Handler(action);
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public bool OnReleased(GlobalAction action) => false;
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}
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}
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12
osu.Game/Input/IHandleActions.cs
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12
osu.Game/Input/IHandleActions.cs
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@ -0,0 +1,12 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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namespace osu.Game.Input
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{
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public interface IHandleActions<in T>
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where T : struct
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{
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bool OnPressed(T action);
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bool OnReleased(T action);
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}
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}
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@ -168,7 +168,7 @@ namespace osu.Game
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volume = new VolumeControl(),
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overlayContent = new Container { RelativeSizeAxes = Axes.Both },
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new OnScreenDisplay(),
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new GlobalHotkeys //exists because UserInputManager is at a level below us.
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new Input.GlobalHotkeys //exists because UserInputManager is at a level below us.
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{
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Handler = globalHotkeyPressed
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}
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@ -251,39 +251,36 @@ namespace osu.Game
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Cursor.State = Visibility.Hidden;
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}
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private bool globalHotkeyPressed(InputState state, KeyDownEventArgs args)
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private bool globalHotkeyPressed(GlobalAction action)
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{
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if (args.Repeat || intro == null) return false;
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if (intro == null) return false;
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if (state.Data is GlobalAction)
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switch (action)
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{
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switch ((GlobalAction)state.Data)
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{
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case GlobalAction.ToggleChat:
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chat.ToggleVisibility();
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return true;
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case GlobalAction.ToggleSocial:
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social.ToggleVisibility();
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return true;
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case GlobalAction.ResetInputSettings:
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var sensitivity = frameworkConfig.GetBindable<double>(FrameworkSetting.CursorSensitivity);
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case GlobalAction.ToggleChat:
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chat.ToggleVisibility();
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return true;
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case GlobalAction.ToggleSocial:
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social.ToggleVisibility();
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return true;
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case GlobalAction.ResetInputSettings:
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var sensitivity = frameworkConfig.GetBindable<double>(FrameworkSetting.CursorSensitivity);
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sensitivity.Disabled = false;
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sensitivity.Value = 1;
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sensitivity.Disabled = true;
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sensitivity.Disabled = false;
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sensitivity.Value = 1;
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sensitivity.Disabled = true;
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frameworkConfig.Set(FrameworkSetting.ActiveInputHandlers, string.Empty);
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return true;
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case GlobalAction.ToggleToolbar:
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Toolbar.ToggleVisibility();
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return true;
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case GlobalAction.ToggleSettings:
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settings.ToggleVisibility();
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return true;
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case GlobalAction.ToggleDirect:
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direct.ToggleVisibility();
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return true;
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}
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frameworkConfig.Set(FrameworkSetting.ActiveInputHandlers, string.Empty);
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return true;
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case GlobalAction.ToggleToolbar:
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Toolbar.ToggleVisibility();
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return true;
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case GlobalAction.ToggleSettings:
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settings.ToggleVisibility();
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return true;
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case GlobalAction.ToggleDirect:
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direct.ToggleVisibility();
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return true;
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}
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return false;
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@ -94,6 +94,8 @@
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<Compile Include="Graphics\UserInterface\OsuContextMenuItem.cs" />
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<Compile Include="Input\Binding.cs" />
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<Compile Include="Input\BindingStore.cs" />
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<Compile Include="Input\GlobalHotkeys.cs" />
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<Compile Include="Input\IHandleActions.cs" />
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<Compile Include="Input\KeyCombination.cs" />
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<Compile Include="Input\GlobalAction.cs" />
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<Compile Include="Input\GlobalActionMappingInputManager.cs" />
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