osu/osu.Game/Input/IdleTracker.cs
2018-11-26 17:07:30 +09:00

72 lines
2.2 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
namespace osu.Game.Input
{
/// <summary>
/// Track whether the end-user is in an idle state, based on their last interaction with the game.
/// </summary>
public class IdleTracker : Component, IKeyBindingHandler<PlatformAction>, IHandleGlobalInput
{
private readonly double timeToIdle;
private double lastInteractionTime;
protected double TimeSpentIdle => Clock.CurrentTime - lastInteractionTime;
/// <summary>
/// Whether the user is currently in an idle state.
/// </summary>
public IBindable<bool> IsIdle => isIdle;
private readonly BindableBool isIdle = new BindableBool();
/// <summary>
/// Intstantiate a new <see cref="IdleTracker"/>.
/// </summary>
/// <param name="timeToIdle">The length in milliseconds until an idle state should be assumed.</param>
public IdleTracker(double timeToIdle)
{
this.timeToIdle = timeToIdle;
RelativeSizeAxes = Axes.Both;
}
protected override void Update()
{
base.Update();
isIdle.Value = TimeSpentIdle > timeToIdle;
}
public bool OnPressed(PlatformAction action) => updateLastInteractionTime();
public bool OnReleased(PlatformAction action) => updateLastInteractionTime();
protected override bool Handle(UIEvent e)
{
switch (e)
{
case KeyDownEvent _:
case KeyUpEvent _:
case MouseDownEvent _:
case MouseUpEvent _:
case MouseMoveEvent _:
return updateLastInteractionTime();
default:
return base.Handle(e);
}
}
private bool updateLastInteractionTime()
{
lastInteractionTime = Clock.CurrentTime;
return false;
}
}
}