mirror of https://github.com/ppy/osu
245 lines
7.9 KiB
C#
245 lines
7.9 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.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.StateChanges.Events;
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using osu.Framework.Input.States;
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using osu.Game.Configuration;
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using osu.Game.Input;
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using osu.Game.Input.Bindings;
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using osu.Game.Input.Handlers;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play;
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using static osu.Game.Input.Handlers.ReplayInputHandler;
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namespace osu.Game.Rulesets.UI
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{
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public abstract class RulesetInputManager<T> : PassThroughInputManager, ICanAttachKeyCounter, IHasReplayHandler, IHasRecordingHandler
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where T : struct
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{
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public readonly KeyBindingContainer<T> KeyBindingContainer;
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private readonly Ruleset ruleset;
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[Resolved(CanBeNull = true)]
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private ScoreProcessor scoreProcessor { get; set; }
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private ReplayRecorder recorder;
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public ReplayRecorder Recorder
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{
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set
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{
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if (value != null && recorder != null)
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throw new InvalidOperationException("Cannot attach more than one recorder");
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recorder?.Expire();
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recorder = value;
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if (recorder != null)
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KeyBindingContainer.Add(recorder);
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}
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}
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protected override InputState CreateInitialState() => new RulesetInputManagerInputState<T>(base.CreateInitialState());
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protected override Container<Drawable> Content => content;
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private readonly Container content;
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protected RulesetInputManager(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
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{
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this.ruleset = ruleset.CreateInstance();
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InternalChild = KeyBindingContainer =
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CreateKeyBindingContainer(ruleset, variant, unique)
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.WithChild(content = new Container { RelativeSizeAxes = Axes.Both });
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}
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[BackgroundDependencyLoader(true)]
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private void load(OsuConfigManager config)
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{
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mouseDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableButtons);
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}
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#region Action mapping (for replays)
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public override void HandleInputStateChange(InputStateChangeEvent inputStateChange)
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{
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switch (inputStateChange)
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{
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case ReplayStateChangeEvent<T> stateChangeEvent:
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foreach (var action in stateChangeEvent.ReleasedActions)
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KeyBindingContainer.TriggerReleased(action);
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foreach (var action in stateChangeEvent.PressedActions)
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KeyBindingContainer.TriggerPressed(action);
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break;
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case ReplayStatisticsFrameEvent statisticsStateChangeEvent:
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scoreProcessor?.ResetFromReplayFrame(ruleset, statisticsStateChangeEvent.Frame);
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break;
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default:
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base.HandleInputStateChange(inputStateChange);
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break;
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}
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}
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#endregion
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#region IHasReplayHandler
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private ReplayInputHandler replayInputHandler;
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public ReplayInputHandler ReplayInputHandler
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{
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get => replayInputHandler;
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set
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{
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if (replayInputHandler != null) RemoveHandler(replayInputHandler);
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replayInputHandler = value;
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UseParentInput = replayInputHandler == null;
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if (replayInputHandler != null)
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AddHandler(replayInputHandler);
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}
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}
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#endregion
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#region Setting application (disables etc.)
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private Bindable<bool> mouseDisabled;
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protected override bool Handle(UIEvent e)
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{
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switch (e)
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{
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case MouseDownEvent _:
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if (mouseDisabled.Value)
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return true; // importantly, block upwards propagation so global bindings also don't fire.
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break;
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case MouseUpEvent mouseUp:
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if (!CurrentState.Mouse.IsPressed(mouseUp.Button))
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return false;
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break;
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}
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return base.Handle(e);
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}
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protected override bool HandleMouseTouchStateChange(TouchStateChangeEvent e)
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{
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if (mouseDisabled.Value)
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{
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// Only propagate positional data when mouse buttons are disabled.
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e = new TouchStateChangeEvent(e.State, e.Input, e.Touch, false, e.LastPosition);
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}
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return base.HandleMouseTouchStateChange(e);
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}
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#endregion
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#region Key Counter Attachment
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public void Attach(KeyCounterDisplay keyCounter)
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{
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var receptor = new ActionReceptor(keyCounter);
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KeyBindingContainer.Add(receptor);
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keyCounter.SetReceptor(receptor);
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keyCounter.AddRange(KeyBindingContainer.DefaultKeyBindings
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.Select(b => b.GetAction<T>())
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.Distinct()
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.OrderBy(action => action)
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.Select(action => new KeyCounterAction<T>(action)));
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}
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public class ActionReceptor : KeyCounterDisplay.Receptor, IKeyBindingHandler<T>
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{
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public ActionReceptor(KeyCounterDisplay target)
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: base(target)
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{
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}
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public bool OnPressed(KeyBindingPressEvent<T> e) => Target.Children.OfType<KeyCounterAction<T>>().Any(c => c.OnPressed(e.Action, Clock.Rate >= 0));
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public void OnReleased(KeyBindingReleaseEvent<T> e)
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{
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foreach (var c in Target.Children.OfType<KeyCounterAction<T>>())
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c.OnReleased(e.Action, Clock.Rate >= 0);
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}
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}
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#endregion
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protected virtual KeyBindingContainer<T> CreateKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
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=> new RulesetKeyBindingContainer(ruleset, variant, unique);
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public class RulesetKeyBindingContainer : DatabasedKeyBindingContainer<T>
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{
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protected override bool HandleRepeats => false;
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public RulesetKeyBindingContainer(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()
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{
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base.ReloadMappings();
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KeyBindings = KeyBindings.Where(b => RealmKeyBindingStore.CheckValidForGameplay(b.KeyCombination)).ToList();
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}
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}
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}
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/// <summary>
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/// Expose the <see cref="ReplayInputHandler"/> in a capable <see cref="InputManager"/>.
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/// </summary>
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public interface IHasReplayHandler
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{
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ReplayInputHandler ReplayInputHandler { get; set; }
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}
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public interface IHasRecordingHandler
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{
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public ReplayRecorder Recorder { set; }
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}
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/// <summary>
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/// Supports attaching a <see cref="KeyCounterDisplay"/>.
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/// Keys will be populated automatically and a receptor will be injected inside.
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/// </summary>
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public interface ICanAttachKeyCounter
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{
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void Attach(KeyCounterDisplay keyCounter);
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}
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public class RulesetInputManagerInputState<T> : InputState
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where T : struct
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{
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public ReplayState<T> LastReplayState;
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public RulesetInputManagerInputState(InputState state = null)
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: base(state)
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{
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}
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}
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}
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