1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 11:07:52 +08:00
osu-lazer/osu.Game.Rulesets.Osu/OsuInputManager.cs

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

118 lines
4.3 KiB
C#
Raw Normal View History

// 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.
2018-04-13 17:19:50 +08:00
using System.ComponentModel;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
2017-08-11 15:11:46 +08:00
using osu.Framework.Input.Bindings;
2018-10-02 11:02:47 +08:00
using osu.Framework.Input.Events;
2024-02-19 06:08:40 +08:00
using osu.Framework.Lists;
using osu.Game.Input.Bindings;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.UI;
using osuTK;
2018-04-13 17:19:50 +08:00
namespace osu.Game.Rulesets.Osu
{
public partial class OsuInputManager : RulesetInputManager<OsuAction>
{
2024-02-19 06:08:40 +08:00
public SlimReadOnlyListWrapper<OsuAction> PressedActions => KeyBindingContainer.PressedActions;
2018-04-13 17:19:50 +08:00
2022-10-10 14:42:08 +08:00
/// <summary>
/// Whether gameplay input buttons should be allowed.
/// Defaults to <c>true</c>, generally used for mods like Relax which turn off main inputs.
/// </summary>
/// <remarks>
/// Of note, auxiliary inputs like the "smoke" key are left usable.
/// </remarks>
public bool AllowGameplayInputs
{
get => ((OsuKeyBindingContainer)KeyBindingContainer).AllowGameplayInputs;
2022-10-10 14:42:08 +08:00
set => ((OsuKeyBindingContainer)KeyBindingContainer).AllowGameplayInputs = value;
2018-08-17 18:33:14 +08:00
}
2019-08-12 14:00:32 +08:00
/// <summary>
/// Whether the user's cursor movement events should be accepted.
/// Can be used to block only movement while still accepting button input.
/// </summary>
public bool AllowUserCursorMovement { get; set; } = true;
2020-03-23 16:33:02 +08:00
protected override KeyBindingContainer<OsuAction> CreateKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
2018-08-17 18:33:14 +08:00
=> new OsuKeyBindingContainer(ruleset, variant, unique);
public bool CheckScreenSpaceActionPressJudgeable(Vector2 screenSpacePosition) =>
// This is a very naive but simple approach.
//
// Based on user feedback of more nuanced scenarios (where touch doesn't behave as expected),
// this can be expanded to a more complex implementation, but I'd still want to keep it as simple as we can.
NonPositionalInputQueue.OfType<DrawableHitCircle.HitReceptor>().Any(c => c.CanBeHit() && c.ReceivePositionalInputAt(screenSpacePosition));
2018-08-17 18:33:14 +08:00
public OsuInputManager(RulesetInfo ruleset)
: base(ruleset, 0, SimultaneousBindingMode.Unique)
{
}
[BackgroundDependencyLoader]
private void load()
{
Add(new OsuTouchInputMapper(this) { RelativeSizeAxes = Axes.Both });
}
protected override bool Handle(UIEvent e)
{
if ((e is MouseMoveEvent || e is TouchMoveEvent) && !AllowUserCursorMovement) return false;
return base.Handle(e);
}
2018-08-17 18:33:14 +08:00
private partial class OsuKeyBindingContainer : RulesetKeyBindingContainer
{
2022-10-10 14:42:08 +08:00
private bool allowGameplayInputs = true;
/// <summary>
/// Whether gameplay input buttons should be allowed.
/// Defaults to <c>true</c>, generally used for mods like Relax which turn off main inputs.
/// </summary>
/// <remarks>
/// Of note, auxiliary inputs like the "smoke" key are left usable.
/// </remarks>
public bool AllowGameplayInputs
{
2022-10-10 14:42:08 +08:00
get => allowGameplayInputs;
set
{
2022-10-10 14:42:08 +08:00
allowGameplayInputs = value;
ReloadMappings();
}
}
2018-08-17 18:33:14 +08:00
public OsuKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
: base(ruleset, variant, unique)
{
}
protected override void ReloadMappings(IQueryable<RealmKeyBinding> realmKeyBindings)
{
base.ReloadMappings(realmKeyBindings);
2022-10-10 14:42:08 +08:00
if (!AllowGameplayInputs)
KeyBindings = KeyBindings.Where(static b => b.GetAction<OsuAction>() == OsuAction.Smoke).ToList();
}
}
}
2018-04-13 17:19:50 +08:00
public enum OsuAction
{
2018-09-15 22:30:11 +08:00
[Description("Left button")]
LeftButton,
2018-08-17 18:33:14 +08:00
2018-09-15 22:30:11 +08:00
[Description("Right button")]
2022-09-19 03:08:34 +08:00
RightButton,
[Description("Smoke")]
Smoke,
}
}