// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Input; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Framework.Platform; using osu.Game.Input.Bindings; namespace osu.Game.Input { /// /// Track whether the end-user is in an idle state, based on their last interaction with the game. /// public class IdleTracker : Component, IKeyBindingHandler, IKeyBindingHandler, IHandleGlobalKeyboardInput { private readonly double timeToIdle; private double lastInteractionTime; protected double TimeSpentIdle => Clock.CurrentTime - lastInteractionTime; /// /// Whether the user is currently in an idle state. /// public IBindable IsIdle => isIdle; private readonly BindableBool isIdle = new BindableBool(); /// /// Whether the game can currently enter an idle state. /// protected virtual bool AllowIdle => true; /// /// Intstantiate a new . /// /// The length in milliseconds until an idle state should be assumed. public IdleTracker(double timeToIdle) { this.timeToIdle = timeToIdle; RelativeSizeAxes = Axes.Both; } protected override void LoadComplete() { base.LoadComplete(); updateLastInteractionTime(); } protected override void Update() { base.Update(); isIdle.Value = TimeSpentIdle > timeToIdle && AllowIdle; } public bool OnPressed(KeyBindingPressEvent e) => updateLastInteractionTime(); public void OnReleased(KeyBindingReleaseEvent e) => updateLastInteractionTime(); public bool OnPressed(KeyBindingPressEvent e) => updateLastInteractionTime(); public void OnReleased(KeyBindingReleaseEvent e) => updateLastInteractionTime(); [Resolved] private GameHost host { get; set; } protected override bool Handle(UIEvent e) { // Even when not active, `MouseMoveEvent`s will arrive. // We don't want these to trigger a non-idle state as it's quite often the user interacting // with other windows while osu! is in the background. if (!host.IsActive.Value) return base.Handle(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; } } }