mirror of https://github.com/ppy/osu
326 lines
11 KiB
C#
326 lines
11 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;
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using System.Collections.Generic;
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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Taiko.Configuration;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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/// <summary>
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/// An overlay that captures and displays osu!taiko mouse and touch input.
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/// </summary>
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public partial class DrumTouchInputArea : VisibilityContainer
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{
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// visibility state affects our child. we always want to handle input.
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public override bool PropagatePositionalInputSubTree => true;
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public override bool PropagateNonPositionalInputSubTree => true;
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private KeyBindingContainer<TaikoAction> keyBindingContainer = null!;
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private readonly Dictionary<object, TaikoAction> trackedActions = new Dictionary<object, TaikoAction>();
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private Container mainContent = null!;
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private DrumSegment leftCentre = null!;
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private DrumSegment rightCentre = null!;
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private DrumSegment leftRim = null!;
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private DrumSegment rightRim = null!;
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private readonly Bindable<TaikoTouchControlScheme> configTouchControlScheme = new Bindable<TaikoTouchControlScheme>();
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[BackgroundDependencyLoader]
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private void load(TaikoInputManager taikoInputManager, TaikoRulesetConfigManager config)
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{
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Debug.Assert(taikoInputManager.KeyBindingContainer != null);
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keyBindingContainer = taikoInputManager.KeyBindingContainer;
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// Container should handle input everywhere.
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RelativeSizeAxes = Axes.Both;
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const float centre_region = 0.80f;
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Children = new Drawable[]
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{
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new Container
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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RelativeSizeAxes = Axes.X,
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Height = 350,
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Y = 20,
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Masking = true,
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FillMode = FillMode.Fit,
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Children = new Drawable[]
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{
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mainContent = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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leftRim = new DrumSegment
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomRight,
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X = -2,
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},
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rightRim = new DrumSegment
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomRight,
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X = 2,
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Rotation = 90,
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},
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leftCentre = new DrumSegment
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomRight,
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X = -2,
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Scale = new Vector2(centre_region),
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},
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rightCentre = new DrumSegment
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomRight,
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X = 2,
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Scale = new Vector2(centre_region),
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Rotation = 90,
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}
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}
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},
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}
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},
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};
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config.BindWith(TaikoRulesetSetting.TouchControlScheme, configTouchControlScheme);
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configTouchControlScheme.BindValueChanged(scheme =>
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{
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var actions = getOrderedActionsForScheme(scheme.NewValue);
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leftRim.Action = actions[0];
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leftCentre.Action = actions[1];
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rightCentre.Action = actions[2];
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rightRim.Action = actions[3];
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}, true);
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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// Hide whenever the keyboard is used.
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Hide();
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return false;
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}
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protected override bool OnTouchDown(TouchDownEvent e)
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{
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handleDown(e.Touch.Source, e.ScreenSpaceTouchDownPosition);
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return true;
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}
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protected override void OnTouchUp(TouchUpEvent e)
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{
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handleUp(e.Touch.Source);
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base.OnTouchUp(e);
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}
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private static TaikoAction[] getOrderedActionsForScheme(TaikoTouchControlScheme scheme)
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{
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switch (scheme)
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{
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case TaikoTouchControlScheme.KDDK:
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return new[]
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{
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TaikoAction.LeftRim,
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TaikoAction.LeftCentre,
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TaikoAction.RightCentre,
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TaikoAction.RightRim
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};
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case TaikoTouchControlScheme.DDKK:
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return new[]
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{
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TaikoAction.LeftCentre,
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TaikoAction.RightCentre,
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TaikoAction.LeftRim,
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TaikoAction.RightRim
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};
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case TaikoTouchControlScheme.KKDD:
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return new[]
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{
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TaikoAction.LeftRim,
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TaikoAction.RightRim,
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TaikoAction.LeftCentre,
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TaikoAction.RightCentre
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};
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default:
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throw new ArgumentOutOfRangeException(nameof(scheme), scheme, null);
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}
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}
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private void handleDown(object source, Vector2 position)
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{
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Show();
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TaikoAction taikoAction = getTaikoActionFromPosition(position);
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// Not too sure how this can happen, but let's avoid throwing.
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if (!trackedActions.TryAdd(source, taikoAction))
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return;
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keyBindingContainer.TriggerPressed(taikoAction);
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}
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private void handleUp(object source)
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{
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keyBindingContainer.TriggerReleased(trackedActions[source]);
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trackedActions.Remove(source);
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}
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private TaikoAction getTaikoActionFromPosition(Vector2 inputPosition)
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{
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bool centreHit = leftCentre.Contains(inputPosition) || rightCentre.Contains(inputPosition);
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bool leftSide = ToLocalSpace(inputPosition).X < DrawWidth / 2;
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if (leftSide)
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return centreHit ? leftCentre.Action : leftRim.Action;
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return centreHit ? rightCentre.Action : rightRim.Action;
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}
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protected override void PopIn()
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{
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mainContent.FadeIn(500, Easing.OutQuint);
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}
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protected override void PopOut()
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{
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mainContent.FadeOut(300);
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}
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private partial class DrumSegment : CompositeDrawable, IKeyBindingHandler<TaikoAction>
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{
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private TaikoAction action;
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public TaikoAction Action
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{
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get => action;
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set
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{
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if (action == value)
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return;
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action = value;
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updateColoursFromAction();
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}
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}
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private Circle overlay = null!;
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private Circle circle = null!;
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[Resolved]
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private OsuColour colours { get; set; } = null!;
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public override bool Contains(Vector2 screenSpacePos) => circle.Contains(screenSpacePos);
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public DrumSegment()
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{
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RelativeSizeAxes = Axes.Both;
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FillMode = FillMode.Fit;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChildren = new Drawable[]
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{
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new Container
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{
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Masking = true,
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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circle = new Circle
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0.8f,
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Scale = new Vector2(2),
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},
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overlay = new Circle
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{
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Alpha = 0,
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RelativeSizeAxes = Axes.Both,
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Blending = BlendingParameters.Additive,
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Scale = new Vector2(2),
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}
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}
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},
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};
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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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updateColoursFromAction();
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}
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public bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
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{
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if (e.Action == Action)
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overlay.FadeTo(1f, 80, Easing.OutQuint);
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<TaikoAction> e)
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{
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if (e.Action == Action)
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overlay.FadeOut(1000, Easing.OutQuint);
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}
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private void updateColoursFromAction()
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{
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if (!IsLoaded)
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return;
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var colour = getColourFromTaikoAction(Action);
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circle.Colour = colour.Multiply(1.4f).Darken(2.8f);
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overlay.Colour = colour;
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}
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private Color4 getColourFromTaikoAction(TaikoAction handledAction)
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{
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switch (handledAction)
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{
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case TaikoAction.LeftRim:
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case TaikoAction.RightRim:
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return colours.Blue;
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case TaikoAction.LeftCentre:
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case TaikoAction.RightCentre:
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return colours.Pink;
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}
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throw new ArgumentOutOfRangeException();
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}
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}
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}
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}
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