osu/osu.Game/Screens/Play/KeyCounterKeyboard.cs
Dean Herbert 0cdf125c1e Handle key counter rewinding in a better way
Use ElapsedFrameTime rather than storing state data
2019-09-12 15:42:14 +09:00

37 lines
849 B
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Input.Events;
using osuTK.Input;
namespace osu.Game.Screens.Play
{
public class KeyCounterKeyboard : KeyCounter
{
public Key Key { get; }
public KeyCounterKeyboard(Key key)
: base(key.ToString())
{
Key = key;
}
protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.Key == Key)
{
IsLit = true;
Increment();
}
return base.OnKeyDown(e);
}
protected override bool OnKeyUp(KeyUpEvent e)
{
if (e.Key == Key) IsLit = false;
return base.OnKeyUp(e);
}
}
}