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Refactor position tracking touch handling (and comments) to read better

This commit is contained in:
Dean Herbert 2023-01-25 14:59:54 +09:00
parent 72cfe2ba5a
commit 5bfd4e47a1

View File

@ -59,27 +59,11 @@ namespace osu.Game.Rulesets.Osu.UI
// This case gets special handling to allow for empty-space stream tapping.
bool isDirectCircleTouch = osuInputManager.CheckScreenSpaceActionPressJudgeable(e.ScreenSpaceTouchDownPosition);
var trackedTouch = new TrackedTouch(e.Touch.Source, shouldResultInAction ? action : null, isDirectCircleTouch);
var newTouch = new TrackedTouch(e.Touch.Source, shouldResultInAction ? action : null, isDirectCircleTouch);
if (isDirectCircleTouch)
positionTrackingTouch = trackedTouch;
else
{
// If no direct touch is registered, we always use the new (latest) touch for positional tracking.
if (positionTrackingTouch?.DirectTouch != true)
positionTrackingTouch = trackedTouch;
else
{
// If not a direct circle touch, consider whether to release the an original direct touch.
if (positionTrackingTouch.DirectTouch && positionTrackingTouch.Action is OsuAction directTouchAction)
{
osuInputManager.KeyBindingContainer.TriggerReleased(directTouchAction);
positionTrackingTouch.Action = null;
}
}
}
updatePositionTracking(newTouch);
trackedTouches.Add(trackedTouch);
trackedTouches.Add(newTouch);
// Important to update position before triggering the pressed action.
handleTouchMovement(e);
@ -90,6 +74,43 @@ namespace osu.Game.Rulesets.Osu.UI
return true;
}
/// <summary>
/// Given a new touch, update the positional tracking state and any related operations.
/// </summary>
private void updatePositionTracking(TrackedTouch newTouch)
{
// If the new touch directly interacted with a circle's receptor, it always becomes the current touch for positional tracking.
if (newTouch.DirectTouch)
{
positionTrackingTouch = newTouch;
return;
}
// Otherwise, we only want to use the new touch for position tracking if no other touch is tracking position yet..
if (positionTrackingTouch == null)
{
positionTrackingTouch = newTouch;
return;
}
// ..or if the current position tracking touch was not a direct touch (this one is debatable and may be change in the future, but it's the simplest way to handle)
if (!positionTrackingTouch.DirectTouch)
{
positionTrackingTouch = newTouch;
return;
}
// In the case the new touch was not used for position tracking, we should also check the previous position tracking touch.
// If it was a direct touch and still has its action pressed, that action should be released.
//
// This is done to allow tracking with the initial touch while still having both Left/Right actions available for alternating with two more touches.
if (positionTrackingTouch.DirectTouch && positionTrackingTouch.Action is OsuAction directTouchAction)
{
osuInputManager.KeyBindingContainer.TriggerReleased(directTouchAction);
positionTrackingTouch.Action = null;
}
}
private void handleTouchMovement(TouchEvent touchEvent)
{
// Movement should only be tracked for the most recent touch.