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mirror of https://github.com/ppy/osu.git synced 2025-02-19 16:03:14 +08:00

Taiko touch control scheme setting now *almost* works (need to implement getting control scheme from config); Drum display is incorrect

This commit is contained in:
OpenSauce04 2023-01-10 08:27:21 +00:00
parent 85396ba9d4
commit 46ffded1db
2 changed files with 82 additions and 13 deletions

View File

@ -198,7 +198,7 @@ namespace osu.Game.Rulesets.Taiko
public override IConvertibleReplayFrame CreateConvertibleReplayFrame() => new TaikoReplayFrame();
public override IRulesetConfigManager CreateConfig(SettingsStore? settings) => new TaikoRulesetConfigManager(settings, RulesetInfo);
public override RulesetSettingsSubsection CreateSettings() => new TaikoSettingsSubsection(this);
protected override IEnumerable<HitResult> GetValidHitResults()

View File

@ -1,6 +1,10 @@
// 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.
#nullable disable
#pragma warning disable IDE0001 // Simplify Names
using System;
using System.Collections.Generic;
using System.Diagnostics;
using osu.Framework.Allocation;
@ -11,11 +15,13 @@ 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;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Taiko.UI
{
using TaikoInput = TaikoAction;
/// <summary>
/// An overlay that captures and displays osu!taiko mouse and touch input.
/// </summary>
@ -27,6 +33,7 @@ namespace osu.Game.Rulesets.Taiko.UI
private KeyBindingContainer<TaikoAction> keyBindingContainer = null!;
private readonly Dictionary<object, TaikoAction> trackedActions = new Dictionary<object, TaikoAction>();
private Container mainContent = null!;
@ -37,7 +44,7 @@ namespace osu.Game.Rulesets.Taiko.UI
private QuarterCircle rightRim = null!;
[BackgroundDependencyLoader]
private void load(TaikoInputManager taikoInputManager, OsuColour colours)
private void load(TaikoInputManager taikoInputManager, TaikoRulesetConfigManager config, OsuColour colours)
{
Debug.Assert(taikoInputManager.KeyBindingContainer != null);
keyBindingContainer = taikoInputManager.KeyBindingContainer;
@ -47,6 +54,7 @@ namespace osu.Game.Rulesets.Taiko.UI
const float centre_region = 0.80f;
var touchControlScheme = config.GetBindable<TaikoTouchControlScheme>(TaikoRulesetSetting.TouchControlScheme).Value;
Children = new Drawable[]
{
new Container
@ -65,27 +73,27 @@ namespace osu.Game.Rulesets.Taiko.UI
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
leftRim = new QuarterCircle(TaikoAction.LeftRim, colours.Blue)
leftRim = new QuarterCircle(TaikoInput.LeftRim, touchControlScheme, colours)
{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomRight,
X = -2,
},
rightRim = new QuarterCircle(TaikoAction.RightRim, colours.Blue)
rightRim = new QuarterCircle(TaikoInput.RightRim, touchControlScheme, colours)
{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomRight,
X = 2,
Rotation = 90,
},
leftCentre = new QuarterCircle(TaikoAction.LeftCentre, colours.Pink)
leftCentre = new QuarterCircle(TaikoInput.LeftCentre, touchControlScheme, colours)
{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomRight,
X = -2,
Scale = new Vector2(centre_region),
},
rightCentre = new QuarterCircle(TaikoAction.RightCentre, colours.Pink)
rightCentre = new QuarterCircle(TaikoInput.RightCentre, touchControlScheme, colours)
{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomRight,
@ -123,14 +131,14 @@ namespace osu.Game.Rulesets.Taiko.UI
{
Show();
TaikoAction taikoAction = getTaikoActionFromInput(position);
TaikoInput taikoInput = 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);
trackedActions.Add(source, taikoInput);
keyBindingContainer.TriggerPressed(taikoInput);
}
private void handleUp(object source)
@ -142,15 +150,61 @@ namespace osu.Game.Rulesets.Taiko.UI
private bool validMouse(MouseButtonEvent e) =>
leftRim.Contains(e.ScreenSpaceMouseDownPosition) || rightRim.Contains(e.ScreenSpaceMouseDownPosition);
private TaikoAction getTaikoActionFromInput(Vector2 inputPosition)
#pragma warning disable format
private TaikoAction getTaikoActionFromPosition(TaikoInput input)
{
switch (TaikoTouchControlScheme.DDKK)
{
case TaikoTouchControlScheme.KDDK:
#pragma warning disable CS0162 // Unreachable code detected
switch (input)
{
case TaikoInput.LeftRim: return TaikoAction.LeftRim;
case TaikoInput.LeftCentre: return TaikoAction.LeftCentre;
case TaikoInput.RightCentre: return TaikoAction.RightCentre;
case TaikoInput.RightRim: return TaikoAction.RightRim;
}
#pragma warning restore CS0162 // Unreachable code detected
break;
case TaikoTouchControlScheme.DDKK:
switch (input)
{
case TaikoInput.LeftRim: return TaikoAction.LeftCentre;
case TaikoInput.LeftCentre: return TaikoAction.RightCentre;
case TaikoInput.RightCentre: return TaikoAction.LeftRim;
case TaikoInput.RightRim: return TaikoAction.RightRim;
}
break;
case TaikoTouchControlScheme.KKDD:
#pragma warning disable CS0162 // Unreachable code detected
switch (input)
{
case TaikoInput.LeftRim: return TaikoAction.LeftRim;
case TaikoInput.LeftCentre: return TaikoAction.RightRim;
case TaikoInput.RightCentre: return TaikoAction.LeftCentre;
case TaikoInput.RightRim: return TaikoAction.RightCentre;
}
#pragma warning restore CS0162 // Unreachable code detected
break;
}
return TaikoAction.LeftCentre;
}
#pragma warning restore format
private TaikoAction getTaikoActionFromPosition(Vector2 inputPosition)
{
bool centreHit = leftCentre.Contains(inputPosition) || rightCentre.Contains(inputPosition);
bool leftSide = ToLocalSpace(inputPosition).X < DrawWidth / 2;
TaikoInput input;
if (leftSide)
return centreHit ? TaikoAction.LeftCentre : TaikoAction.LeftRim;
input = centreHit ? TaikoInput.LeftCentre : TaikoInput.LeftRim;
else
input = centreHit ? TaikoInput.RightCentre : TaikoInput.RightRim;
return centreHit ? TaikoAction.RightCentre : TaikoAction.RightRim;
return getTaikoActionFromPosition(input);
}
protected override void PopIn()
@ -173,8 +227,23 @@ namespace osu.Game.Rulesets.Taiko.UI
public override bool Contains(Vector2 screenSpacePos) => circle.Contains(screenSpacePos);
public QuarterCircle(TaikoAction handledAction, Color4 colour)
public QuarterCircle(TaikoAction handledAction, TaikoTouchControlScheme touchControlScheme, OsuColour colours)
{
Color4 colour = ((Func<Color4>)(() =>
{
#pragma warning disable format
switch (handledAction)
{
case TaikoAction.LeftRim: return colours.Blue;
case TaikoAction.LeftCentre: return colours.Red;
case TaikoAction.RightCentre: return colours.Red;
case TaikoAction.RightRim: return colours.Blue;
}
#pragma warning restore format
return colours.Red;
}))();
this.handledAction = handledAction;
RelativeSizeAxes = Axes.Both;