// 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.Graphics; using osu.Game.Modes.Objects.Drawables; using osu.Game.Modes.Taiko.Judgements; using System.Collections.Generic; using osu.Framework.Input; namespace osu.Game.Modes.Taiko.Objects.Drawable { public abstract class DrawableTaikoHitObject : DrawableHitObject { /// /// 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 }); protected DrawableTaikoHitObject(TaikoHitObject hitObject) : base(hitObject) { Anchor = Anchor.CentreLeft; Origin = Anchor.CentreLeft; RelativePositionAxes = Axes.X; } protected override void LoadComplete() { LifetimeStart = HitObject.StartTime - HitObject.PreEmpt * 2; LifetimeEnd = HitObject.StartTime + HitObject.PreEmpt; base.LoadComplete(); } protected override TaikoJudgement CreateJudgement() => new TaikoJudgement(); /// /// 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) { MoveToX((float)((HitObject.StartTime - time) / HitObject.PreEmpt)); } 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); } } }