mirror of
https://github.com/ppy/osu
synced 2024-12-13 02:17:32 +00:00
100 lines
3.3 KiB
C#
100 lines
3.3 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 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.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.Platform;
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using osu.Game.Input.Bindings;
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namespace osu.Game.Input
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{
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/// <summary>
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/// Track whether the end-user is in an idle state, based on their last interaction with the game.
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/// </summary>
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public partial class IdleTracker : Component, IKeyBindingHandler<PlatformAction>, IKeyBindingHandler<GlobalAction>, IHandleGlobalKeyboardInput
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{
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private readonly double timeToIdle;
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private double lastInteractionTime;
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protected double TimeSpentIdle => Clock.CurrentTime - lastInteractionTime;
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/// <summary>
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/// Whether the user is currently in an idle state.
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/// </summary>
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public IBindable<bool> IsIdle => isIdle;
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private readonly BindableBool isIdle = new BindableBool();
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/// <summary>
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/// Whether the game can currently enter an idle state.
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/// </summary>
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protected virtual bool AllowIdle => true;
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/// <summary>
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/// Intstantiate a new <see cref="IdleTracker"/>.
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/// </summary>
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/// <param name="timeToIdle">The length in milliseconds until an idle state should be assumed.</param>
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public IdleTracker(double timeToIdle)
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{
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this.timeToIdle = timeToIdle;
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RelativeSizeAxes = Axes.Both;
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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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updateLastInteractionTime();
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}
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protected override void Update()
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{
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base.Update();
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isIdle.Value = TimeSpentIdle > timeToIdle && AllowIdle;
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}
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public bool OnPressed(KeyBindingPressEvent<PlatformAction> e) => updateLastInteractionTime();
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public void OnReleased(KeyBindingReleaseEvent<PlatformAction> e) => updateLastInteractionTime();
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e) => updateLastInteractionTime();
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e) => updateLastInteractionTime();
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[Resolved]
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private GameHost host { get; set; } = null!;
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protected override bool Handle(UIEvent e)
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{
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// Even when not active, `MouseMoveEvent`s will arrive.
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// We don't want these to trigger a non-idle state as it's quite often the user interacting
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// with other windows while osu! is in the background.
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if (!host.IsActive.Value)
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return base.Handle(e);
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switch (e)
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{
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case KeyDownEvent:
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case KeyUpEvent:
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case MouseDownEvent:
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case MouseUpEvent:
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case MouseMoveEvent:
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return updateLastInteractionTime();
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default:
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return base.Handle(e);
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}
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}
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private bool updateLastInteractionTime()
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{
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lastInteractionTime = Clock.CurrentTime;
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return false;
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}
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}
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}
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