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Merge pull request #7831 from peppy/improve-relax-key-down-up
Add a key up delay for relax mod presses
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commit
4379466b1e
@ -9,6 +9,7 @@ using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.UI;
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using static osu.Game.Input.Handlers.ReplayInputHandler;
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@ -24,6 +25,21 @@ namespace osu.Game.Rulesets.Osu.Mods
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/// </summary>
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private const float relax_leniency = 3;
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private bool isDownState;
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private bool wasLeft;
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private OsuInputManager osuInputManager;
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private ReplayState<OsuAction> state;
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private double lastStateChangeTime;
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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// grab the input manager for future use.
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osuInputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
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osuInputManager.AllowUserPresses = false;
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}
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public void Update(Playfield playfield)
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{
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bool requiresHold = false;
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@ -63,11 +79,14 @@ namespace osu.Game.Rulesets.Osu.Mods
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if (requiresHit)
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{
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addAction(false);
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addAction(true);
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changeState(false);
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changeState(true);
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}
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addAction(requiresHold);
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if (requiresHold)
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changeState(true);
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else if (isDownState && time - lastStateChangeTime > AutoGenerator.KEY_UP_DELAY)
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changeState(false);
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void handleHitCircle(DrawableHitCircle circle)
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{
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@ -77,39 +96,28 @@ namespace osu.Game.Rulesets.Osu.Mods
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Debug.Assert(circle.HitObject.HitWindows != null);
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requiresHit |= circle.HitObject.HitWindows.CanBeHit(time - circle.HitObject.StartTime);
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}
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}
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private bool wasHit;
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private bool wasLeft;
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private OsuInputManager osuInputManager;
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private void addAction(bool hitting)
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{
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if (wasHit == hitting)
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return;
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wasHit = hitting;
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var state = new ReplayState<OsuAction>
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void changeState(bool down)
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{
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PressedActions = new List<OsuAction>()
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};
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if (isDownState == down)
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return;
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if (hitting)
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{
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state.PressedActions.Add(wasLeft ? OsuAction.LeftButton : OsuAction.RightButton);
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wasLeft = !wasLeft;
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isDownState = down;
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lastStateChangeTime = time;
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state = new ReplayState<OsuAction>
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{
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PressedActions = new List<OsuAction>()
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};
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if (down)
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{
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state.PressedActions.Add(wasLeft ? OsuAction.LeftButton : OsuAction.RightButton);
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wasLeft = !wasLeft;
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}
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state?.Apply(osuInputManager.CurrentState, osuInputManager);
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}
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state.Apply(osuInputManager.CurrentState, osuInputManager);
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}
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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// grab the input manager for future use.
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osuInputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
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osuInputManager.AllowUserPresses = false;
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}
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}
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}
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@ -32,7 +32,7 @@ namespace osu.Game.Rulesets.Replays
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#region Constants
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// Shared amongst all modes
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protected const double KEY_UP_DELAY = 50;
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public const double KEY_UP_DELAY = 50;
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#endregion
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