// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.ComponentModel; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Framework.Lists; using osu.Game.Input.Bindings; using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Rulesets.Osu.UI; using osu.Game.Rulesets.UI; using osuTK; namespace osu.Game.Rulesets.Osu { public partial class OsuInputManager : RulesetInputManager { public SlimReadOnlyListWrapper PressedActions => KeyBindingContainer.PressedActions; /// /// Whether gameplay input buttons should be allowed. /// Defaults to true, generally used for mods like Relax which turn off main inputs. /// /// /// Of note, auxiliary inputs like the "smoke" key are left usable. /// public bool AllowGameplayInputs { get => ((OsuKeyBindingContainer)KeyBindingContainer).AllowGameplayInputs; set => ((OsuKeyBindingContainer)KeyBindingContainer).AllowGameplayInputs = value; } /// /// Whether the user's cursor movement events should be accepted. /// Can be used to block only movement while still accepting button input. /// public bool AllowUserCursorMovement { get; set; } = true; protected override KeyBindingContainer CreateKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique) => new OsuKeyBindingContainer(ruleset, variant, unique); public bool CheckScreenSpaceActionPressJudgeable(Vector2 screenSpacePosition) => // This is a very naive but simple approach. // // Based on user feedback of more nuanced scenarios (where touch doesn't behave as expected), // this can be expanded to a more complex implementation, but I'd still want to keep it as simple as we can. NonPositionalInputQueue.OfType().Any(c => c.ReceivePositionalInputAt(screenSpacePosition)); public OsuInputManager(RulesetInfo ruleset) : base(ruleset, 0, SimultaneousBindingMode.Unique) { } [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; return base.Handle(e); } private partial class OsuKeyBindingContainer : RulesetKeyBindingContainer { private bool allowGameplayInputs = true; /// /// Whether gameplay input buttons should be allowed. /// Defaults to true, generally used for mods like Relax which turn off main inputs. /// /// /// Of note, auxiliary inputs like the "smoke" key are left usable. /// public bool AllowGameplayInputs { get => allowGameplayInputs; set { allowGameplayInputs = value; ReloadMappings(); } } public OsuKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique) : base(ruleset, variant, unique) { } protected override void ReloadMappings(IQueryable realmKeyBindings) { base.ReloadMappings(realmKeyBindings); if (!AllowGameplayInputs) KeyBindings = KeyBindings.Where(static b => b.GetAction() == OsuAction.Smoke).ToList(); } } } public enum OsuAction { [Description("Left button")] LeftButton, [Description("Right button")] RightButton, [Description("Smoke")] Smoke, } }