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Add custom actions for Catch
Reworks input management for rulesets
This commit is contained in:
parent
06e5f7de09
commit
b88f37de45
@ -2,6 +2,7 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Catch;
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using osu.Game.Rulesets.Catch.UI;
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using OpenTK;
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@ -15,14 +16,18 @@ namespace osu.Desktop.Tests.Visual
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Children = new Drawable[]
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{
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new CatcherArea
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new CatchInputManager
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{
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RelativePositionAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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Size = new Vector2(1, 0.2f),
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}
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Child = new CatcherArea
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{
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RelativePositionAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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Size = new Vector2(1, 0.2f),
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}
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},
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};
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}
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}
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32
osu.Game.Rulesets.Catch/RulesetInputManager.cs
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32
osu.Game.Rulesets.Catch/RulesetInputManager.cs
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@ -0,0 +1,32 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using osu.Game.Input;
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using OpenTK.Input;
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namespace osu.Game.Rulesets.Catch
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{
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public class CatchInputManager : ActionMappingInputManager<CatchAction>
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{
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public CatchInputManager()
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{
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Mappings = new Dictionary<Key, CatchAction>
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{
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{ Key.Z, CatchAction.MoveLeft },
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{ Key.Left, CatchAction.MoveLeft },
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{ Key.X, CatchAction.MoveRight },
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{ Key.Right, CatchAction.MoveRight },
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{ Key.LShift, CatchAction.Dash },
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{ Key.RShift, CatchAction.Dash },
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};
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}
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}
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public enum CatchAction
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{
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MoveLeft,
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MoveRight,
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Dash
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}
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}
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@ -1,6 +1,7 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Input;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Beatmaps;
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using osu.Game.Rulesets.Catch.Beatmaps;
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@ -27,6 +28,8 @@ namespace osu.Game.Rulesets.Catch.UI
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protected override Playfield<CatchBaseHit, CatchJudgement> CreatePlayfield() => new CatchPlayfield();
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protected override PassThroughInputManager CreateKeyConversionInputManager() => new CatchInputManager();
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protected override DrawableHitObject<CatchBaseHit, CatchJudgement> GetVisualRepresentation(CatchBaseHit h)
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{
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if (h is Fruit)
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@ -15,7 +15,6 @@ using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Objects.Drawable;
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using osu.Game.Rulesets.Objects.Drawables;
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using OpenTK;
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using OpenTK.Input;
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namespace osu.Game.Rulesets.Catch.UI
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{
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@ -63,9 +62,6 @@ namespace osu.Game.Rulesets.Catch.UI
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Child = createCatcherSprite();
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}
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private bool leftPressed;
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private bool rightPressed;
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private int currentDirection;
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private bool dashing;
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@ -114,19 +110,20 @@ namespace osu.Game.Rulesets.Catch.UI
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{
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if (args.Repeat) return true;
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switch (args.Key)
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if (state.Data is CatchAction)
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{
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case Key.Left:
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currentDirection = -1;
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leftPressed = true;
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return true;
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case Key.Right:
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currentDirection = 1;
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rightPressed = true;
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return true;
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case Key.ShiftLeft:
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Dashing = true;
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return true;
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switch ((CatchAction)state.Data)
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{
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case CatchAction.MoveLeft:
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currentDirection--;
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return true;
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case CatchAction.MoveRight:
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currentDirection++;
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return true;
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case CatchAction.Dash:
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Dashing = true;
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return true;
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}
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}
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return base.OnKeyDown(state, args);
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@ -134,19 +131,20 @@ namespace osu.Game.Rulesets.Catch.UI
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protected override bool OnKeyUp(InputState state, KeyUpEventArgs args)
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{
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switch (args.Key)
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if (state.Data is CatchAction)
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{
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case Key.Left:
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currentDirection = rightPressed ? 1 : 0;
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leftPressed = false;
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return true;
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case Key.Right:
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currentDirection = leftPressed ? -1 : 0;
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rightPressed = false;
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return true;
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case Key.ShiftLeft:
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Dashing = false;
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return true;
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switch ((CatchAction)state.Data)
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{
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case CatchAction.MoveLeft:
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currentDirection++;
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return true;
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case CatchAction.MoveRight:
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currentDirection--;
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return true;
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case CatchAction.Dash:
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Dashing = false;
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return true;
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}
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}
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return base.OnKeyUp(state, args);
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@ -161,7 +159,7 @@ namespace osu.Game.Rulesets.Catch.UI
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float speed = Dashing ? 1.5f : 1;
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Scale = new Vector2(Math.Sign(currentDirection), 1);
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X = (float)MathHelper.Clamp(X + currentDirection * Clock.ElapsedFrameTime / 1800 * speed, 0, 1);
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X = (float)MathHelper.Clamp(X + Math.Sign(currentDirection) * Clock.ElapsedFrameTime / 1800 * speed, 0, 1);
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}
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public void AddToStack(DrawableHitObject<CatchBaseHit, CatchJudgement> fruit, Vector2 absolutePosition)
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@ -38,6 +38,7 @@
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<Private>True</Private>
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</Reference>
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<Reference Include="System" />
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<Reference Include="System.Collections" />
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<Reference Include="System.Core" />
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<Reference Include="System.Drawing" />
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<Reference Include="System.Xml.Linq" />
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@ -50,6 +51,7 @@
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<ItemGroup>
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<Compile Include="Beatmaps\CatchBeatmapConverter.cs" />
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<Compile Include="CatchDifficultyCalculator.cs" />
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<Compile Include="RulesetInputManager.cs" />
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<Compile Include="Scoring\CatchScoreProcessor.cs" />
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<Compile Include="Judgements\CatchJudgement.cs" />
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<Compile Include="Objects\CatchBaseHit.cs" />
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@ -3,14 +3,13 @@
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using System.Linq;
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using osu.Framework.Input;
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using osu.Game.Screens.Play;
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using OpenTK.Input;
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using KeyboardState = osu.Framework.Input.KeyboardState;
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using MouseState = osu.Framework.Input.MouseState;
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namespace osu.Game.Rulesets.Osu
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{
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public class OsuKeyConversionInputManager : KeyConversionInputManager
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public class OsuKeyConversionInputManager : PassThroughInputManager
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{
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private bool leftViaKeyboard;
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private bool rightViaKeyboard;
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Input;
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using OpenTK;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Beatmaps;
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@ -12,7 +13,6 @@ using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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namespace osu.Game.Rulesets.Osu.UI
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{
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@ -31,7 +31,7 @@ namespace osu.Game.Rulesets.Osu.UI
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protected override Playfield<OsuHitObject, OsuJudgement> CreatePlayfield() => new OsuPlayfield();
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protected override KeyConversionInputManager CreateKeyConversionInputManager() => new OsuKeyConversionInputManager();
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protected override PassThroughInputManager CreateKeyConversionInputManager() => new OsuKeyConversionInputManager();
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protected override DrawableHitObject<OsuHitObject, OsuJudgement> GetVisualRepresentation(OsuHitObject h)
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{
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34
osu.Game/Input/ActionMappingInputManager.cs
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34
osu.Game/Input/ActionMappingInputManager.cs
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using osu.Framework.Input;
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using OpenTK.Input;
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namespace osu.Game.Input
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{
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public class ActionMappingInputManager<T> : PassThroughInputManager
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where T : struct
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{
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protected IDictionary<Key, T> Mappings { get; set; }
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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mapKey(state, args.Key);
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return base.OnKeyDown(state, args);
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}
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protected override bool OnKeyUp(InputState state, KeyUpEventArgs args)
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{
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mapKey(state, args.Key);
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return base.OnKeyUp(state, args);
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}
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private void mapKey(InputState state, Key key)
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{
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T mappedData;
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if (Mappings.TryGetValue(key, out mappedData))
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state.Data = mappedData;
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}
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}
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}
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@ -14,6 +14,7 @@ using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Input;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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using OpenTK;
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@ -47,7 +48,7 @@ namespace osu.Game.Rulesets.UI
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/// <summary>
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/// The key conversion input manager for this HitRenderer.
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/// </summary>
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protected readonly KeyConversionInputManager KeyConversionInputManager;
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protected readonly PassThroughInputManager KeyConversionInputManager;
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/// <summary>
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/// Whether we are currently providing the local user a gameplay cursor.
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@ -87,7 +88,7 @@ namespace osu.Game.Rulesets.UI
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/// Creates a key conversion input manager.
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/// </summary>
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/// <returns>The input manager.</returns>
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protected virtual KeyConversionInputManager CreateKeyConversionInputManager() => new KeyConversionInputManager();
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protected virtual PassThroughInputManager CreateKeyConversionInputManager() => new PassThroughInputManager();
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protected virtual FramedReplayInputHandler CreateReplayInputHandler(Replay replay) => new FramedReplayInputHandler(replay);
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Input;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// An InputManager primarily used to map keys to new functions.
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/// By default this does nothing; override TransformState to make alterations.
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/// </summary>
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public class KeyConversionInputManager : PassThroughInputManager
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{
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}
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}
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<Compile Include="Overlays\Profile\Sections\RecentSection.cs" />
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<Compile Include="Graphics\Containers\ConstrainedIconContainer.cs" />
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<Compile Include="Rulesets\Mods\IApplicableToDifficulty.cs" />
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<Compile Include="Input\ActionMappingInputManager.cs" />
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<Compile Include="Users\UserCoverBackground.cs" />
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<Compile Include="Overlays\UserProfileOverlay.cs" />
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<Compile Include="Overlays\Profile\ProfileHeader.cs" />
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<Compile Include="Screens\Multiplayer\MatchCreate.cs" />
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<Compile Include="Screens\Play\FailOverlay.cs" />
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<Compile Include="Screens\Play\MenuOverlay.cs" />
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<Compile Include="Screens\Play\KeyConversionInputManager.cs" />
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<Compile Include="Screens\Play\PlayerInputManager.cs" />
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<Compile Include="Screens\Play\PlayerLoader.cs" />
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<Compile Include="Screens\Play\ReplayPlayer.cs" />
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