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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;
using System.Collections.Generic;
using System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
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 osu.Game.Rulesets.Taiko.Configuration;
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
{
public TaikoTouchControlScheme? ForceControlScheme { get; set; }
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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!;
private readonly Bindable<TaikoTouchControlScheme> configTouchControlScheme = new Bindable<TaikoTouchControlScheme>();
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[Resolved]
private OsuColour colours { get; set; } = null!;
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[BackgroundDependencyLoader]
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private void load(TaikoInputManager taikoInputManager, TaikoRulesetConfigManager config)
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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;
if (ForceControlScheme == null)
{
config.BindWith(TaikoRulesetSetting.TouchControlScheme, configTouchControlScheme);
configTouchControlScheme.ValueChanged += reloadTouchDrums;
}
else
configTouchControlScheme.Value = ForceControlScheme.Value;
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(getTaikoActionFromDrumSegment(0), getColourFromTaikoAction(getTaikoActionFromDrumSegment(0)))
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{
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Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomRight,
X = -2,
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},
leftCentre = new QuarterCircle(getTaikoActionFromDrumSegment(1), getColourFromTaikoAction(getTaikoActionFromDrumSegment(1)))
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{
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Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomRight,
X = -2,
Scale = new Vector2(centre_region),
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},
rightRim = new QuarterCircle(getTaikoActionFromDrumSegment(3), getColourFromTaikoAction(getTaikoActionFromDrumSegment(3)))
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{
Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomRight,
X = 2,
Rotation = 90,
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},
rightCentre = new QuarterCircle(getTaikoActionFromDrumSegment(2), getColourFromTaikoAction(getTaikoActionFromDrumSegment(2)))
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{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomRight,
X = 2,
Scale = new Vector2(centre_region),
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Rotation = 90,
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}
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}
},
}
},
};
}
private readonly TaikoAction[,] mappedTaikoAction =
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{
{
// KDDK
TaikoAction.LeftRim,
TaikoAction.LeftCentre,
TaikoAction.RightCentre,
TaikoAction.RightRim
},
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{
// DDKK
TaikoAction.LeftCentre,
TaikoAction.RightCentre,
TaikoAction.LeftRim,
TaikoAction.RightRim
},
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{
// KKDD
TaikoAction.LeftRim,
TaikoAction.RightRim,
TaikoAction.LeftCentre,
TaikoAction.RightCentre
}
};
private TaikoAction getTaikoActionFromDrumSegment(int drumSegment)
{
return mappedTaikoAction[(int)configTouchControlScheme.Value, drumSegment];
}
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 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 = getTaikoActionFromPosition(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);
private TaikoAction getTaikoActionFromPosition(Vector2 inputPosition)
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{
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bool centreHit = leftCentre.Contains(inputPosition) || rightCentre.Contains(inputPosition);
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bool leftSide = ToLocalSpace(inputPosition).X < DrawWidth / 2;
int drumSegment;
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if (leftSide)
drumSegment = centreHit ? 1 : 0;
else
drumSegment = centreHit ? 2 : 3;
return getTaikoActionFromDrumSegment(drumSegment);
}
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protected override void PopIn()
{
mainContent.FadeIn(500, Easing.OutQuint);
}
protected override void PopOut()
{
mainContent.FadeOut(300);
}
private Color4 getColourFromTaikoAction(TaikoAction handledAction)
{
switch (handledAction)
{
case TaikoAction.LeftRim:
case TaikoAction.RightRim:
return colours.Blue;
case TaikoAction.LeftCentre:
case TaikoAction.RightCentre:
return colours.Red;
}
throw new ArgumentOutOfRangeException();
}
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private partial class QuarterCircle : CompositeDrawable, IKeyBindingHandler<TaikoAction>
{
private TaikoAction handledAction;
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private Circle overlay;
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private Circle circle;
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public override bool Contains(Vector2 screenSpacePos) => circle.Contains(screenSpacePos);
public QuarterCircle(TaikoAction handledAction, Color4 colour)
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{
this.handledAction = handledAction;
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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)
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overlay.FadeOut(1000, Easing.OutQuint);
}
public void ReloadDrumSegmentProperties(TaikoAction handledAction, Color4 colour)
{
this.handledAction = handledAction;
circle.Colour = colour.Multiply(1.4f).Darken(2.8f);
overlay.Colour = colour;
}
}
private void reloadTouchDrums(object _)
{
leftRim.ReloadDrumSegmentProperties(getTaikoActionFromDrumSegment(0), getColourFromTaikoAction(getTaikoActionFromDrumSegment(0)));
leftCentre.ReloadDrumSegmentProperties(getTaikoActionFromDrumSegment(1), getColourFromTaikoAction(getTaikoActionFromDrumSegment(1)));
rightRim.ReloadDrumSegmentProperties(getTaikoActionFromDrumSegment(3), getColourFromTaikoAction(getTaikoActionFromDrumSegment(3)));
rightCentre.ReloadDrumSegmentProperties(getTaikoActionFromDrumSegment(2), getColourFromTaikoAction(getTaikoActionFromDrumSegment(2)));
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}
}
}