osu/osu.Game/Screens/Play/KeyCounterMouse.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

55 lines
1.4 KiB
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;
using osuTK;
namespace osu.Game.Screens.Play
{
public class KeyCounterMouse : KeyCounter
{
public MouseButton Button { get; }
public KeyCounterMouse(MouseButton button)
: base(getStringRepresentation(button))
{
Button = button;
}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
private static string getStringRepresentation(MouseButton button)
{
switch (button)
{
default:
return button.ToString();
case MouseButton.Left:
return @"M1";
case MouseButton.Right:
return @"M2";
}
}
protected override bool OnMouseDown(MouseDownEvent e)
{
if (e.Button == Button)
{
IsLit = true;
Increment();
}
return base.OnMouseDown(e);
}
protected override bool OnMouseUp(MouseUpEvent e)
{
if (e.Button == Button) IsLit = false;
return base.OnMouseUp(e);
}
}
}