// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using OpenTK.Input; using osu.Framework.Allocation; using osu.Framework.Configuration; using osu.Framework.Input; using osu.Framework.Timing; using osu.Game.Configuration; using osu.Game.Input.Handlers; namespace osu.Game.Screens.Play { public class PlayerInputManager : PassThroughInputManager { private ManualClock clock; private IFrameBasedClock parentClock; private ReplayInputHandler replayInputHandler; public ReplayInputHandler ReplayInputHandler { get { return replayInputHandler; } set { if (replayInputHandler != null) RemoveHandler(replayInputHandler); replayInputHandler = value; UseParentState = replayInputHandler == null; if (replayInputHandler != null) AddHandler(replayInputHandler); } } private Bindable mouseDisabled; [BackgroundDependencyLoader] private void load(OsuConfigManager config) { mouseDisabled = config.GetBindable(OsuSetting.MouseDisableButtons); } protected override void LoadComplete() { base.LoadComplete(); //our clock will now be our parent's clock, but we want to replace this to allow manual control. parentClock = Clock; Clock = new FramedClock(clock = new ManualClock { CurrentTime = parentClock.CurrentTime, Rate = parentClock.Rate, }); } /// /// Whether we running up-to-date with our parent clock. /// If not, we will need to keep processing children until we catch up. /// private bool requireMoreUpdateLoops; /// /// Whether we in a valid state (ie. should we keep processing children frames). /// This should be set to false when the replay is, for instance, waiting for future frames to arrive. /// private bool validState; protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && validState; private bool isAttached => replayInputHandler != null && !UseParentState; private const int max_catch_up_updates_per_frame = 50; public override bool UpdateSubTree() { requireMoreUpdateLoops = true; validState = true; int loops = 0; while (validState && requireMoreUpdateLoops && loops++ < max_catch_up_updates_per_frame) if (!base.UpdateSubTree()) return false; return true; } protected override void Update() { if (parentClock == null) return; clock.Rate = parentClock.Rate; clock.IsRunning = parentClock.IsRunning; if (!isAttached) { clock.CurrentTime = parentClock.CurrentTime; } else { double? newTime = replayInputHandler.SetFrameFromTime(parentClock.CurrentTime); if (newTime == null) { // we shouldn't execute for this time value. probably waiting on more replay data. validState = false; return; } clock.CurrentTime = newTime.Value; } requireMoreUpdateLoops = clock.CurrentTime != parentClock.CurrentTime; base.Update(); } protected override void TransformState(InputState state) { base.TransformState(state); // we don't want to transform the state if a replay is present (for now, at least). if (replayInputHandler != null) return; var mouse = state.Mouse as Framework.Input.MouseState; if (mouse != null) { if (mouseDisabled.Value) { mouse.SetPressed(MouseButton.Left, false); mouse.SetPressed(MouseButton.Right, false); } } } } }