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Use new InputStateChangeEvent for RulesetInputManager
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commit
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@ -3,10 +3,13 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Input.Handlers;
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using osu.Framework.Input.Handlers;
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using osu.Framework.Input.StateChanges;
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using osu.Framework.Input.StateChanges;
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using osu.Framework.Input.StateChanges.Events;
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using osu.Framework.Input.States;
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using osu.Framework.Input.States;
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using osu.Framework.Platform;
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using osu.Framework.Platform;
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using osu.Game.Rulesets.UI;
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using OpenTK;
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using OpenTK;
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namespace osu.Game.Input.Handlers
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namespace osu.Game.Input.Handlers
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@ -40,7 +43,29 @@ namespace osu.Game.Input.Handlers
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public void Apply(InputState state, IInputStateChangeHandler handler)
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public void Apply(InputState state, IInputStateChangeHandler handler)
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{
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{
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handler.HandleCustomInput(state, this);
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if (!(state is RulesetInputManagerInputState<T> inputState))
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throw new InvalidOperationException($"{nameof(ReplayState<T>)} should only be applied to a {nameof(RulesetInputManagerInputState<T>)}");
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var lastPressed = inputState.LastReplayState?.PressedActions ?? new List<T>();
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var released = lastPressed.Except(PressedActions).ToArray();
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var pressed = PressedActions.Except(lastPressed).ToArray();
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inputState.LastReplayState = this;
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handler.HandleInputStateChange(new ReplayStateChangeEvent<T>(state, this, released, pressed));
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}
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}
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public class ReplayStateChangeEvent<T> : InputStateChangeEvent
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{
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public readonly T[] ReleasedActions;
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public readonly T[] PressedActions;
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public ReplayStateChangeEvent(InputState state, IInput input, T[] releasedActions, T[] pressedActions)
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: base(state, input)
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{
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ReleasedActions = releasedActions;
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PressedActions = pressedActions;
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}
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}
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}
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}
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}
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}
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@ -10,7 +10,9 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.EventArgs;
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using osu.Framework.Input.EventArgs;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.StateChanges;
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using osu.Framework.Input.StateChanges;
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using osu.Framework.Input.StateChanges.Events;
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using osu.Framework.Input.States;
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using osu.Framework.Input.States;
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using osu.Framework.Timing;
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using osu.Framework.Timing;
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using osu.Game.Configuration;
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using osu.Game.Configuration;
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@ -56,33 +58,20 @@ namespace osu.Game.Rulesets.UI
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#region Action mapping (for replays)
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#region Action mapping (for replays)
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private List<T> lastPressedActions = new List<T>();
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public override void HandleInputStateChange(InputStateChangeEvent inputStateChange)
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public override void HandleCustomInput(InputState state, IInput input)
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{
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{
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if (!(input is ReplayState<T> replayState))
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if (inputStateChange is ReplayStateChangeEvent<T> replayStateChanged)
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{
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{
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base.HandleCustomInput(state, input);
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foreach (var action in replayStateChanged.ReleasedActions)
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return;
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KeyBindingContainer.TriggerReleased(action);
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}
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if (state is RulesetInputManagerInputState<T> inputState)
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foreach (var action in replayStateChanged.PressedActions)
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KeyBindingContainer.TriggerPressed(action);
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}
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else
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{
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{
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inputState.LastReplayState = replayState;
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base.HandleInputStateChange(inputStateChange);
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}
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}
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// Here we handle states specifically coming from a replay source.
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// These have extra action information rather than keyboard keys or mouse buttons.
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List<T> newActions = replayState.PressedActions;
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foreach (var released in lastPressedActions.Except(newActions))
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KeyBindingContainer.TriggerReleased(released);
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foreach (var pressed in newActions.Except(lastPressedActions))
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KeyBindingContainer.TriggerPressed(pressed);
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lastPressedActions = newActions;
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}
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}
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#endregion
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#endregion
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