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osu-lazer/osu.Game.Rulesets.Taiko/UI/DrumTouchInputArea.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.
using System.Collections.Generic;
using System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Graphics;
using osuTK;
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using osuTK.Graphics;
namespace osu.Game.Rulesets.Taiko.UI
{
/// <summary>
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/// An overlay that captures and displays osu!taiko mouse and touch input.
/// </summary>
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public partial class DrumTouchInputArea : VisibilityContainer
{
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// visibility state affects our child. we always want to handle input.
public override bool PropagatePositionalInputSubTree => true;
public override bool PropagateNonPositionalInputSubTree => true;
private KeyBindingContainer<TaikoAction> keyBindingContainer = null!;
private readonly Dictionary<object, TaikoAction> trackedActions = new Dictionary<object, TaikoAction>();
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private Container mainContent = null!;
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private QuarterCircle leftCentre = null!;
private QuarterCircle rightCentre = null!;
private QuarterCircle leftRim = null!;
private QuarterCircle rightRim = null!;
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[BackgroundDependencyLoader]
private void load(TaikoInputManager taikoInputManager, OsuColour colours)
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{
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Debug.Assert(taikoInputManager.KeyBindingContainer != null);
keyBindingContainer = taikoInputManager.KeyBindingContainer;
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// Container should handle input everywhere.
RelativeSizeAxes = Axes.Both;
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const float centre_region = 0.80f;
Children = new Drawable[]
{
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new Container
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{
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Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
RelativeSizeAxes = Axes.X,
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Height = 350,
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Y = 20,
Masking = true,
FillMode = FillMode.Fit,
Children = new Drawable[]
{
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mainContent = new Container
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{
RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
{
leftRim = new QuarterCircle(TaikoAction.LeftRim, colours.Blue)
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{
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Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomRight,
X = -2,
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},
rightRim = new QuarterCircle(TaikoAction.RightRim, colours.Blue)
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{
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Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomRight,
X = 2,
Rotation = 90,
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},
leftCentre = new QuarterCircle(TaikoAction.LeftCentre, colours.Pink)
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{
Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomRight,
X = -2,
Scale = new Vector2(centre_region),
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},
rightCentre = new QuarterCircle(TaikoAction.RightCentre, colours.Pink)
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{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomRight,
X = 2,
Scale = new Vector2(centre_region),
Rotation = 90,
}
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}
},
}
},
};
}
protected override bool OnKeyDown(KeyDownEvent e)
{
// Hide whenever the keyboard is used.
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Hide();
return false;
}
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protected override bool OnMouseDown(MouseDownEvent e)
{
if (!validMouse(e))
return false;
handleDown(e.Button, e.ScreenSpaceMousePosition);
return true;
}
protected override void OnMouseUp(MouseUpEvent e)
{
if (!validMouse(e))
return;
handleUp(e.Button);
base.OnMouseUp(e);
}
protected override bool OnTouchDown(TouchDownEvent e)
{
handleDown(e.Touch.Source, e.ScreenSpaceTouchDownPosition);
return true;
}
protected override void OnTouchUp(TouchUpEvent e)
{
handleUp(e.Touch.Source);
base.OnTouchUp(e);
}
private void handleDown(object source, Vector2 position)
{
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Show();
TaikoAction taikoAction = getTaikoActionFromInput(position);
// Not too sure how this can happen, but let's avoid throwing.
if (trackedActions.ContainsKey(source))
return;
trackedActions.Add(source, taikoAction);
keyBindingContainer.TriggerPressed(taikoAction);
}
private void handleUp(object source)
{
keyBindingContainer.TriggerReleased(trackedActions[source]);
trackedActions.Remove(source);
}
private bool validMouse(MouseButtonEvent e) =>
leftRim.Contains(e.ScreenSpaceMouseDownPosition) || rightRim.Contains(e.ScreenSpaceMouseDownPosition);
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private TaikoAction getTaikoActionFromInput(Vector2 inputPosition)
{
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bool centreHit = leftCentre.Contains(inputPosition) || rightCentre.Contains(inputPosition);
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bool leftSide = ToLocalSpace(inputPosition).X < DrawWidth / 2;
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if (leftSide)
return centreHit ? TaikoAction.LeftCentre : TaikoAction.LeftRim;
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return centreHit ? TaikoAction.RightCentre : TaikoAction.RightRim;
}
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protected override void PopIn()
{
mainContent.FadeIn(500, Easing.OutQuint);
}
protected override void PopOut()
{
mainContent.FadeOut(300);
}
private partial class QuarterCircle : CompositeDrawable, IKeyBindingHandler<TaikoAction>
{
private readonly Circle overlay;
private readonly TaikoAction handledAction;
private readonly Circle circle;
public override bool Contains(Vector2 screenSpacePos) => circle.Contains(screenSpacePos);
public QuarterCircle(TaikoAction handledAction, Color4 colour)
{
this.handledAction = handledAction;
RelativeSizeAxes = Axes.Both;
FillMode = FillMode.Fit;
InternalChildren = new Drawable[]
{
new Container
{
Masking = true,
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
circle = new Circle
{
RelativeSizeAxes = Axes.Both,
Colour = colour.Multiply(1.4f).Darken(2.8f),
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Alpha = 0.8f,
Scale = new Vector2(2),
},
overlay = new Circle
{
Alpha = 0,
RelativeSizeAxes = Axes.Both,
Blending = BlendingParameters.Additive,
Colour = colour,
Scale = new Vector2(2),
}
}
},
};
}
public bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
{
if (e.Action == handledAction)
overlay.FadeTo(1f, 80, Easing.OutQuint);
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return false;
}
public void OnReleased(KeyBindingReleaseEvent<TaikoAction> e)
{
if (e.Action == handledAction)
overlay.FadeOut(1000, Easing.OutQuint);
}
}
}
}