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mirror of https://github.com/ppy/osu.git synced 2024-12-16 09:05:59 +08:00

Merge branch 'better_taiko_keys' into taiko_bash_drawable

Conflicts:
	osu.Game.Modes.Taiko/Objects/Drawable/DrawableTaikoHitObject.cs
This commit is contained in:
smoogipooo 2017-03-25 23:44:40 +09:00
commit 6e5db7b75d
3 changed files with 45 additions and 36 deletions

View File

@ -17,6 +17,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
private const double second_hit_window = 30;
private double firstHitTime;
private bool firstKeyHeld;
private Key firstHitKey;
protected DrawableAccentedHit(Hit hit)
@ -41,40 +42,44 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
Judgement.SecondHit = true;
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
protected override bool HandleKeyPress(Key key)
{
// Check if we've handled the initial key
// Check if we've handled the first key
if (!Judgement.Result.HasValue)
{
bool result = base.OnKeyDown(state, args);
// First key hasn't been handled yet, attempt to handle it
bool handled = base.HandleKeyPress(key);
if (result)
if (handled)
{
firstHitTime = Time.Current;
firstHitKey = args.Key;
firstHitKey = key;
}
return result;
return handled;
}
// If we've already hit the second key, don't handle this object any further
if (Judgement.SecondHit)
return false;
// Don't handle represses of the same key
if (firstHitKey == args.Key)
// Don't handle represses of the first key
if (firstHitKey == key)
return false;
// Don't handle invalid hit key presses
if (!HitKeys.Contains(args.Key))
if (!HitKeys.Contains(key))
return false;
// If we're not holding the first key down still, assume the intention
// was not to hit the accented hit with both keys simultaneously
if (!state.Keyboard.Keys.Contains(firstHitKey))
return false;
// Assume the intention was to hit the accented hit with both keys only if the first key is still being held down
return firstKeyHeld && UpdateJudgement(true);
}
return UpdateJudgement(true);
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
firstKeyHeld = state.Keyboard.Keys.Contains(firstHitKey);
return base.OnKeyDown(state, args);
}
}
}

View File

@ -2,7 +2,6 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK.Input;
using osu.Framework.Input;
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Taiko.Judgements;
using System;
@ -17,12 +16,6 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
/// </summary>
protected abstract List<Key> HitKeys { get; }
/// <summary>
/// A list of keys which this hit object will accept. These are the standard Taiko keys for now.
/// These should be moved to bindings later.
/// </summary>
private readonly List<Key> validKeys = new List<Key>(new[] { Key.D, Key.F, Key.J, Key.K });
private readonly Hit hit;
/// <summary>
@ -61,7 +54,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
Judgement.Result = HitResult.Miss;
}
protected virtual bool HandleKeyPress(Key key)
protected override bool HandleKeyPress(Key key)
{
if (Judgement.Result.HasValue)
return false;
@ -70,19 +63,5 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
return UpdateJudgement(true);
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
// Make sure we don't handle held-down keys
if (args.Repeat)
return false;
// Check if we've pressed a valid taiko key
if (!validKeys.Contains(args.Key))
return false;
// Handle it!
return HandleKeyPress(args.Key);
}
}
}

View File

@ -1,14 +1,23 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK.Input;
using osu.Framework.Graphics;
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Taiko.Judgements;
using System.Collections.Generic;
using osu.Framework.Input;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public abstract class DrawableTaikoHitObject : DrawableHitObject<TaikoHitObject, TaikoJudgement>
{
/// <summary>
/// A list of keys which this hit object will accept. These are the standard Taiko keys for now.
/// These should be moved to bindings later.
/// </summary>
private readonly List<Key> validKeys = new List<Key>(new[] { Key.D, Key.F, Key.J, Key.K });
protected DrawableTaikoHitObject(TaikoHitObject hitObject)
: base(hitObject)
{
@ -42,5 +51,21 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
{
UpdateScrollPosition(Time.Current);
}
protected virtual bool HandleKeyPress(Key key) { return false; }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
// Make sure we don't handle held-down keys
if (args.Repeat)
return false;
// Check if we've pressed a valid taiko key
if (!validKeys.Contains(args.Key))
return false;
// Handle it!
return HandleKeyPress(args.Key);
}
}
}