// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Input; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; namespace osu.Game.Input { /// <summary> /// Track whether the end-user is in an idle state, based on their last interaction with the game. /// </summary> public class IdleTracker : Component, IKeyBindingHandler<PlatformAction>, IHandleGlobalKeyboardInput { private readonly double timeToIdle; private double lastInteractionTime; protected double TimeSpentIdle => Clock.CurrentTime - lastInteractionTime; /// <summary> /// Whether the user is currently in an idle state. /// </summary> public IBindable<bool> IsIdle => isIdle; private readonly BindableBool isIdle = new BindableBool(); /// <summary> /// Whether the game can currently enter an idle state. /// </summary> protected virtual bool AllowIdle => true; /// <summary> /// Intstantiate a new <see cref="IdleTracker"/>. /// </summary> /// <param name="timeToIdle">The length in milliseconds until an idle state should be assumed.</param> public IdleTracker(double timeToIdle) { this.timeToIdle = timeToIdle; RelativeSizeAxes = Axes.Both; } protected override void Update() { base.Update(); isIdle.Value = TimeSpentIdle > timeToIdle && AllowIdle; } public bool OnPressed(PlatformAction action) => updateLastInteractionTime(); public void OnReleased(PlatformAction action) => updateLastInteractionTime(); protected override bool Handle(UIEvent e) { switch (e) { case KeyDownEvent _: case KeyUpEvent _: case MouseDownEvent _: case MouseUpEvent _: case MouseMoveEvent _: return updateLastInteractionTime(); default: return base.Handle(e); } } private bool updateLastInteractionTime() { lastInteractionTime = Clock.CurrentTime; return false; } } }