// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System.Collections.Generic; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Input; using osu.Game.Modes.Objects.Drawables; using osu.Game.Modes.Taiko.Judgements; using osu.Game.Modes.Taiko.Objects.Drawables.Pieces; using OpenTK; using OpenTK.Input; namespace osu.Game.Modes.Taiko.Objects.Drawables { public abstract class DrawableTaikoHitObject : DrawableHitObject where TaikoHitType : TaikoHitObject { /// /// A list of keys which this hit object will accept. These are the standard Taiko keys for now. /// These should be moved to bindings later. /// private readonly List validKeys = new List(new[] { Key.D, Key.F, Key.J, Key.K }); public override Vector2 OriginPosition => new Vector2(DrawHeight / 2); protected override Container Content => bodyContainer; protected readonly TaikoPiece MainPiece; private readonly Container bodyContainer; public new TaikoHitType HitObject; protected DrawableTaikoHitObject(TaikoHitType hitObject) : base(hitObject) { HitObject = hitObject; Anchor = Anchor.CentreLeft; Origin = Anchor.Custom; AutoSizeAxes = Axes.Both; RelativePositionAxes = Axes.X; AddInternal(bodyContainer = new Container { AutoSizeAxes = Axes.Both, Children = new[] { MainPiece = CreateMainPiece() } }); MainPiece.KiaiMode = HitObject.Kiai; LifetimeStart = HitObject.StartTime - HitObject.ScrollTime * 2; } protected override TaikoJudgement CreateJudgement() => new TaikoJudgement(); protected virtual TaikoPiece CreateMainPiece() => new CirclePiece(HitObject.IsStrong); /// /// Sets the scroll position of the DrawableHitObject relative to the offset between /// a time value and the HitObject's StartTime. /// /// protected virtual void UpdateScrollPosition(double time) => X = (float)((HitObject.StartTime - time) / HitObject.ScrollTime); protected override void Update() { UpdateScrollPosition(Time.Current); } protected virtual bool HandleKeyPress(Key key) => false; protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { // Make sure we don't handle held-down keys if (args.Repeat) return false; // Check if we've pressed a valid taiko key if (!validKeys.Contains(args.Key)) return false; // Handle it! return HandleKeyPress(args.Key); } } }