mirror of https://github.com/ppy/osu
181 lines
7.0 KiB
C#
181 lines
7.0 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.Collections.Generic;
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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.Input;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.StateChanges;
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using osu.Game.Configuration;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.UI
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{
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public partial class OsuTouchInputMapper : Drawable
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{
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/// <summary>
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/// All the active <see cref="TouchSource"/>s and the <see cref="OsuAction"/> that it triggered (if any).
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/// Ordered from oldest to newest touch chronologically.
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/// </summary>
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private readonly List<TrackedTouch> trackedTouches = new List<TrackedTouch>();
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/// <summary>
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/// The distance (in local pixels) that a touch must move before being considered a permanent tracking touch.
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/// After this distance is covered, any extra touches on the screen will be considered as button inputs, unless
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/// a new touch directly interacts with a hit circle.
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/// </summary>
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private const float distance_before_position_tracking_lock_in = 100;
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private TrackedTouch? positionTrackingTouch;
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private readonly OsuInputManager osuInputManager;
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private Bindable<bool> tapsDisabled = null!;
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public OsuTouchInputMapper(OsuInputManager inputManager)
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{
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osuInputManager = inputManager;
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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tapsDisabled = config.GetBindable<bool>(OsuSetting.TouchDisableGameplayTaps);
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}
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// Required to handle touches outside of the playfield when screen scaling is enabled.
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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protected override void OnTouchMove(TouchMoveEvent e)
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{
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base.OnTouchMove(e);
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handleTouchMovement(e);
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}
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protected override bool OnTouchDown(TouchDownEvent e)
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{
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OsuAction action = trackedTouches.Any(t => t.Action == OsuAction.LeftButton)
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? OsuAction.RightButton
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: OsuAction.LeftButton;
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// Ignore any taps which trigger an action which is already handled. But track them for potential positional input in the future.
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bool shouldResultInAction = osuInputManager.AllowGameplayInputs && !tapsDisabled.Value && trackedTouches.All(t => t.Action != action);
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// If we can actually accept as an action, check whether this tap was on a circle's receptor.
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// This case gets special handling to allow for empty-space stream tapping.
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bool isDirectCircleTouch = osuInputManager.CheckScreenSpaceActionPressJudgeable(e.ScreenSpaceTouchDownPosition);
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var newTouch = new TrackedTouch(e.Touch.Source, shouldResultInAction ? action : null, isDirectCircleTouch);
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updatePositionTracking(newTouch);
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trackedTouches.Add(newTouch);
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// Important to update position before triggering the pressed action.
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handleTouchMovement(e);
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if (shouldResultInAction)
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osuInputManager.KeyBindingContainer.TriggerPressed(action);
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return true;
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}
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/// <summary>
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/// Given a new touch, update the positional tracking state and any related operations.
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/// </summary>
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private void updatePositionTracking(TrackedTouch newTouch)
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{
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// If the new touch directly interacted with a circle's receptor, it always becomes the current touch for positional tracking.
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if (newTouch.DirectTouch)
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{
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positionTrackingTouch = newTouch;
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return;
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}
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// Otherwise, we only want to use the new touch for position tracking if no other touch is tracking position yet..
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if (positionTrackingTouch == null)
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{
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positionTrackingTouch = newTouch;
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return;
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}
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// ..or if the current position tracking touch was not a direct touch (and didn't travel across the screen too far).
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if (!positionTrackingTouch.DirectTouch && positionTrackingTouch.DistanceTravelled < distance_before_position_tracking_lock_in)
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{
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positionTrackingTouch = newTouch;
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return;
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}
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// In the case the new touch was not used for position tracking, we should also check the previous position tracking touch.
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// If it still has its action pressed, that action should be released.
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//
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// This is done to allow tracking with the initial touch while still having both Left/Right actions available for alternating with two more touches.
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if (positionTrackingTouch.Action is OsuAction touchAction)
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{
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osuInputManager.KeyBindingContainer.TriggerReleased(touchAction);
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positionTrackingTouch.Action = null;
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}
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}
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private void handleTouchMovement(TouchEvent touchEvent)
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{
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if (touchEvent is TouchMoveEvent moveEvent)
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{
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var trackedTouch = trackedTouches.Single(t => t.Source == touchEvent.Touch.Source);
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trackedTouch.DistanceTravelled += moveEvent.Delta.Length;
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}
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// Movement should only be tracked for the most recent touch.
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if (touchEvent.Touch.Source != positionTrackingTouch?.Source)
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return;
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if (!osuInputManager.AllowUserCursorMovement)
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return;
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new MousePositionAbsoluteInput { Position = touchEvent.ScreenSpaceTouch.Position }.Apply(osuInputManager.CurrentState, osuInputManager);
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}
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protected override void OnTouchUp(TouchUpEvent e)
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{
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var tracked = trackedTouches.Single(t => t.Source == e.Touch.Source);
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if (tracked.Action is OsuAction action)
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osuInputManager.KeyBindingContainer.TriggerReleased(action);
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if (positionTrackingTouch == tracked)
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positionTrackingTouch = null;
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trackedTouches.Remove(tracked);
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base.OnTouchUp(e);
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}
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private class TrackedTouch
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{
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public readonly TouchSource Source;
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public OsuAction? Action;
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/// <summary>
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/// Whether the touch was on a hit circle receptor.
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/// </summary>
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public readonly bool DirectTouch;
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/// <summary>
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/// The total distance on screen travelled by this touch (in local pixels).
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/// </summary>
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public float DistanceTravelled;
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public TrackedTouch(TouchSource source, OsuAction? action, bool directTouch)
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{
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Source = source;
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Action = action;
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DirectTouch = directTouch;
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}
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}
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}
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}
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