// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Linq; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Game.Configuration; using osu.Game.Rulesets.Mods; namespace osu.Game.Screens.Play { public partial class PlayerTouchInputDetector : Component { [Resolved] private Player player { get; set; } = null!; [Resolved] private GameplayState gameplayState { get; set; } = null!; private IBindable touchActive = new BindableBool(); [BackgroundDependencyLoader] private void load(SessionStatics statics) { touchActive = statics.GetBindable(Static.TouchInputActive); touchActive.BindValueChanged(_ => updateState()); } private void updateState() { if (!touchActive.Value) return; if (gameplayState.HasPassed || gameplayState.HasFailed || gameplayState.HasQuit) return; if (gameplayState.Score.ScoreInfo.Mods.OfType().Any()) return; if (player.IsBreakTime.Value) return; var touchDeviceMod = gameplayState.Ruleset.GetTouchDeviceMod(); if (touchDeviceMod == null) return; // `Player` (probably rightly so) assumes immutability of mods, // so this will not be shown immediately on the mod display in the top right. // if this is to change, the mod immutability should be revisited. player.Score.ScoreInfo.Mods = player.Score.ScoreInfo.Mods.Append(touchDeviceMod).ToArray(); } } }