mirror of
https://github.com/ppy/osu
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0cdf125c1e
Use ElapsedFrameTime rather than storing state data
55 lines
1.4 KiB
C#
55 lines
1.4 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.Input.Events;
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using osuTK.Input;
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using osuTK;
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namespace osu.Game.Screens.Play
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{
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public class KeyCounterMouse : KeyCounter
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{
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public MouseButton Button { get; }
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public KeyCounterMouse(MouseButton button)
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: base(getStringRepresentation(button))
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{
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Button = button;
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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private static string getStringRepresentation(MouseButton button)
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{
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switch (button)
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{
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default:
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return button.ToString();
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case MouseButton.Left:
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return @"M1";
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case MouseButton.Right:
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return @"M2";
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}
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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if (e.Button == Button)
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{
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IsLit = true;
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Increment();
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}
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return base.OnMouseDown(e);
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}
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protected override bool OnMouseUp(MouseUpEvent e)
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{
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if (e.Button == Button) IsLit = false;
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return base.OnMouseUp(e);
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}
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}
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}
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