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osu-lazer/osu.Game/Rulesets/UI/RulesetInputManager.cs

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// 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.
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#nullable disable
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using System;
using System.Linq;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Input.StateChanges.Events;
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using osu.Framework.Input.States;
using osu.Game.Configuration;
using osu.Game.Input;
using osu.Game.Input.Bindings;
using osu.Game.Input.Handlers;
using osu.Game.Rulesets.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.HUD.ClicksPerSecond;
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using static osu.Game.Input.Handlers.ReplayInputHandler;
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namespace osu.Game.Rulesets.UI
{
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public abstract partial class RulesetInputManager<T> : PassThroughInputManager, ICanAttachHUDPieces, IHasReplayHandler, IHasRecordingHandler
where T : struct
{
public readonly KeyBindingContainer<T> KeyBindingContainer;
[Resolved(CanBeNull = true)]
private ScoreProcessor scoreProcessor { get; set; }
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private ReplayRecorder recorder;
public ReplayRecorder Recorder
{
set
{
if (value == recorder)
return;
if (value != null && recorder != null)
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throw new InvalidOperationException("Cannot attach more than one recorder");
recorder?.Expire();
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recorder = value;
if (recorder != null)
KeyBindingContainer.Add(recorder);
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}
}
protected override InputState CreateInitialState() => new RulesetInputManagerInputState<T>(base.CreateInitialState());
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protected override Container<Drawable> Content => content;
private readonly Container content;
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protected RulesetInputManager(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
{
InternalChild = KeyBindingContainer =
CreateKeyBindingContainer(ruleset, variant, unique)
.WithChild(content = new Container { RelativeSizeAxes = Axes.Both });
}
[BackgroundDependencyLoader(true)]
private void load(OsuConfigManager config)
{
mouseDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableButtons);
}
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#region Action mapping (for replays)
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public override void HandleInputStateChange(InputStateChangeEvent inputStateChange)
{
switch (inputStateChange)
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{
case ReplayStateChangeEvent<T> stateChangeEvent:
foreach (var action in stateChangeEvent.ReleasedActions)
KeyBindingContainer.TriggerReleased(action);
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foreach (var action in stateChangeEvent.PressedActions)
KeyBindingContainer.TriggerPressed(action);
break;
case ReplayStatisticsFrameEvent statisticsStateChangeEvent:
scoreProcessor?.ResetFromReplayFrame(statisticsStateChangeEvent.Frame);
break;
default:
base.HandleInputStateChange(inputStateChange);
break;
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}
}
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#endregion
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#region IHasReplayHandler
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private ReplayInputHandler replayInputHandler;
public ReplayInputHandler ReplayInputHandler
{
get => replayInputHandler;
set
{
if (replayInputHandler != null) RemoveHandler(replayInputHandler);
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replayInputHandler = value;
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UseParentInput = replayInputHandler == null;
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if (replayInputHandler != null)
AddHandler(replayInputHandler);
}
}
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#endregion
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#region Setting application (disables etc.)
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private Bindable<bool> mouseDisabled;
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protected override bool Handle(UIEvent e)
{
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switch (e)
{
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case MouseDownEvent:
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if (mouseDisabled.Value)
return true; // importantly, block upwards propagation so global bindings also don't fire.
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break;
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case MouseUpEvent mouseUp:
if (!CurrentState.Mouse.IsPressed(mouseUp.Button))
return false;
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break;
}
return base.Handle(e);
}
protected override bool HandleMouseTouchStateChange(TouchStateChangeEvent e)
{
if (mouseDisabled.Value)
{
// Only propagate positional data when mouse buttons are disabled.
e = new TouchStateChangeEvent(e.State, e.Input, e.Touch, false, e.LastPosition);
}
return base.HandleMouseTouchStateChange(e);
}
#endregion
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#region Key Counter Attachment
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public void Attach(KeyCounterDisplay keyCounter)
{
var receptor = new ActionReceptor(keyCounter);
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KeyBindingContainer.Add(receptor);
keyCounter.SetReceptor(receptor);
keyCounter.AddRange(KeyBindingContainer.DefaultKeyBindings
.Select(b => b.GetAction<T>())
.Distinct()
.OrderBy(action => action)
.Select(action => new KeyCounterAction<T>(action)));
}
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private partial class ActionReceptor : KeyCounterDisplay.Receptor, IKeyBindingHandler<T>
{
public ActionReceptor(KeyCounterDisplay target)
: base(target)
{
}
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public bool OnPressed(KeyBindingPressEvent<T> e) => Target.Children.OfType<KeyCounterAction<T>>().Any(c => c.OnPressed(e.Action, Clock.Rate >= 0));
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public void OnReleased(KeyBindingReleaseEvent<T> e)
{
foreach (var c in Target.Children.OfType<KeyCounterAction<T>>())
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c.OnReleased(e.Action, Clock.Rate >= 0);
}
}
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#endregion
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#region Keys per second Counter Attachment
public void Attach(ClicksPerSecondCalculator calculator)
{
var listener = new ActionListener(calculator);
KeyBindingContainer.Add(listener);
}
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private partial class ActionListener : Component, IKeyBindingHandler<T>
{
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private readonly ClicksPerSecondCalculator calculator;
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public ActionListener(ClicksPerSecondCalculator calculator)
{
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this.calculator = calculator;
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}
public bool OnPressed(KeyBindingPressEvent<T> e)
{
calculator.AddInputTimestamp();
return false;
}
public void OnReleased(KeyBindingReleaseEvent<T> e)
{
}
}
#endregion
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protected virtual KeyBindingContainer<T> CreateKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
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=> new RulesetKeyBindingContainer(ruleset, variant, unique);
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public partial class RulesetKeyBindingContainer : DatabasedKeyBindingContainer<T>
{
protected override bool HandleRepeats => false;
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public RulesetKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
: base(ruleset, variant, unique)
{
}
protected override void ReloadMappings(IQueryable<RealmKeyBinding> realmKeyBindings)
{
base.ReloadMappings(realmKeyBindings);
KeyBindings = KeyBindings.Where(b => RealmKeyBindingStore.CheckValidForGameplay(b.KeyCombination)).ToList();
}
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}
}
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/// <summary>
/// Expose the <see cref="ReplayInputHandler"/> in a capable <see cref="InputManager"/>.
/// </summary>
public interface IHasReplayHandler
{
ReplayInputHandler ReplayInputHandler { get; set; }
}
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public interface IHasRecordingHandler
{
public ReplayRecorder Recorder { set; }
}
/// <summary>
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/// Supports attaching various HUD pieces.
/// Keys will be populated automatically and a receptor will be injected inside.
/// </summary>
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public interface ICanAttachHUDPieces
{
void Attach(KeyCounterDisplay keyCounter);
void Attach(ClicksPerSecondCalculator calculator);
}
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public class RulesetInputManagerInputState<T> : InputState
where T : struct
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{
public ReplayState<T> LastReplayState;
public RulesetInputManagerInputState(InputState state = null)
: base(state)
{
}
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}
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}