mirror of https://github.com/ppy/osu
Merge pull request #27145 from tsunyoku/legacy-relax-replays-key-presses
Create key-presses when watching legacy Relax replays
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commit
7f76ff1f5d
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@ -1,4 +1,4 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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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using System;
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@ -38,12 +38,18 @@ public class OsuModRelax : ModRelax, IUpdatableByPlayfield, IApplicableToDrawabl
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private ReplayState<OsuAction> state = null!;
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private double lastStateChangeTime;
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private DrawableOsuRuleset ruleset = null!;
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private IPressHandler pressHandler = null!;
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private bool hasReplay;
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private bool legacyReplay;
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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ruleset = (DrawableOsuRuleset)drawableRuleset;
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// grab the input manager for future use.
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osuInputManager = ((DrawableOsuRuleset)drawableRuleset).KeyBindingInputManager;
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osuInputManager = ruleset.KeyBindingInputManager;
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}
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public void ApplyToPlayer(Player player)
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@ -51,15 +57,22 @@ public void ApplyToPlayer(Player player)
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if (osuInputManager.ReplayInputHandler != null)
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{
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hasReplay = true;
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Debug.Assert(ruleset.ReplayScore != null);
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legacyReplay = ruleset.ReplayScore.ScoreInfo.IsLegacyScore;
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pressHandler = legacyReplay ? new LegacyReplayPressHandler(this) : new PressHandler(this);
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return;
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}
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pressHandler = new PressHandler(this);
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osuInputManager.AllowGameplayInputs = false;
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}
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public void Update(Playfield playfield)
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{
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if (hasReplay)
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if (hasReplay && !legacyReplay)
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return;
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bool requiresHold = false;
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@ -132,11 +145,62 @@ void changeState(bool down)
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if (down)
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{
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state.PressedActions.Add(wasLeft ? OsuAction.LeftButton : OsuAction.RightButton);
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pressHandler.HandlePress(wasLeft);
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wasLeft = !wasLeft;
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}
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else
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{
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pressHandler.HandleRelease(wasLeft);
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}
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}
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}
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state.Apply(osuInputManager.CurrentState, osuInputManager);
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private interface IPressHandler
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{
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void HandlePress(bool wasLeft);
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void HandleRelease(bool wasLeft);
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}
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private class PressHandler : IPressHandler
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{
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private readonly OsuModRelax mod;
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public PressHandler(OsuModRelax mod)
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{
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this.mod = mod;
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}
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public void HandlePress(bool wasLeft)
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{
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mod.state.PressedActions.Add(wasLeft ? OsuAction.LeftButton : OsuAction.RightButton);
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mod.state.Apply(mod.osuInputManager.CurrentState, mod.osuInputManager);
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}
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public void HandleRelease(bool wasLeft)
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{
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mod.state.Apply(mod.osuInputManager.CurrentState, mod.osuInputManager);
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}
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}
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// legacy replays do not contain key-presses with Relax mod, so they need to be triggered by themselves.
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private class LegacyReplayPressHandler : IPressHandler
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{
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private readonly OsuModRelax mod;
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public LegacyReplayPressHandler(OsuModRelax mod)
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{
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this.mod = mod;
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}
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public void HandlePress(bool wasLeft)
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{
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mod.osuInputManager.KeyBindingContainer.TriggerPressed(wasLeft ? OsuAction.LeftButton : OsuAction.RightButton);
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}
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public void HandleRelease(bool wasLeft)
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{
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// this intentionally releases right when `wasLeft` is true because `wasLeft` is set at point of press and not at point of release
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mod.osuInputManager.KeyBindingContainer.TriggerReleased(wasLeft ? OsuAction.RightButton : OsuAction.LeftButton);
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}
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}
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}
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