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mirror of https://github.com/ppy/osu.git synced 2024-12-14 07:33:20 +08:00

Add bare minimum touch support to osu! ruleset

This commit is contained in:
Dean Herbert 2023-01-16 19:35:55 +09:00
parent fd5fac507e
commit b265888f18
2 changed files with 85 additions and 2 deletions

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@ -1,16 +1,17 @@
// 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
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Input.StateChanges.Events;
using osu.Game.Input.Bindings;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Osu
@ -45,6 +46,12 @@ namespace osu.Game.Rulesets.Osu
{
}
[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;

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@ -0,0 +1,76 @@
// 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.
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Framework.Input.Events;
namespace osu.Game.Rulesets.Osu.UI
{
public partial class OsuTouchInputMapper : Drawable
{
/// <summary>
/// This is our parent <see cref="osuInputManager"/>.
/// </summary>
private readonly OsuInputManager osuInputManager;
/// <summary>
/// All the active <see cref="TouchSource"/>s and the <see cref="OsuAction"/> that it triggered (if any).
/// Ordered from oldest to newest touch chronologically.
/// </summary>
private readonly List<TrackedTouch> trackedTouches = new List<TrackedTouch>();
public OsuTouchInputMapper(OsuInputManager inputManager)
{
osuInputManager = inputManager;
}
private OsuAction? lastAction;
protected override bool OnTouchDown(TouchDownEvent e)
{
OsuAction action = lastAction == OsuAction.LeftButton && trackedTouches.Count > 0 ? OsuAction.RightButton : OsuAction.LeftButton;
if (trackedTouches.All(t => t.Action != action))
{
trackedTouches.Add(new TrackedTouch(e.Touch, action));
osuInputManager.KeyBindingContainer.TriggerPressed(action);
lastAction = action;
}
else
{
// Ignore any taps which trigger an action which is already handled. But track them for potential positional input in the future.
trackedTouches.Add(new TrackedTouch(e.Touch, null));
}
return true;
}
protected override void OnTouchUp(TouchUpEvent e)
{
var tracked = trackedTouches.First(t => t.Touch.Source == e.Touch.Source);
if (tracked.Action is OsuAction action)
osuInputManager.KeyBindingContainer.TriggerReleased(action);
trackedTouches.Remove(tracked);
base.OnTouchUp(e);
}
private class TrackedTouch
{
public readonly Touch Touch;
public readonly OsuAction? Action;
public TrackedTouch(Touch touch, OsuAction? action)
{
Touch = touch;
Action = action;
}
}
}
}