// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Diagnostics; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Game.Graphics; using osu.Game.Rulesets.Taiko.Configuration; using osuTK; using osuTK.Graphics; namespace osu.Game.Rulesets.Taiko.UI { /// /// An overlay that captures and displays osu!taiko mouse and touch input. /// public partial class DrumTouchInputArea : VisibilityContainer { // visibility state affects our child. we always want to handle input. public override bool PropagatePositionalInputSubTree => true; public override bool PropagateNonPositionalInputSubTree => true; private KeyBindingContainer keyBindingContainer = null!; private readonly Dictionary trackedActions = new Dictionary(); private Container mainContent = null!; private DrumSegment leftCentre = null!; private DrumSegment rightCentre = null!; private DrumSegment leftRim = null!; private DrumSegment rightRim = null!; private readonly Bindable configTouchControlScheme = new Bindable(); [BackgroundDependencyLoader] private void load(TaikoInputManager taikoInputManager, TaikoRulesetConfigManager config) { Debug.Assert(taikoInputManager.KeyBindingContainer != null); keyBindingContainer = taikoInputManager.KeyBindingContainer; // Container should handle input everywhere. RelativeSizeAxes = Axes.Both; const float centre_region = 0.80f; Children = new Drawable[] { new Container { Anchor = Anchor.BottomCentre, Origin = Anchor.BottomCentre, RelativeSizeAxes = Axes.X, Height = 350, Y = 20, Masking = true, FillMode = FillMode.Fit, Children = new Drawable[] { mainContent = new Container { RelativeSizeAxes = Axes.Both, Children = new Drawable[] { leftRim = new DrumSegment { Anchor = Anchor.BottomCentre, Origin = Anchor.BottomRight, X = -2, }, rightRim = new DrumSegment { Anchor = Anchor.BottomCentre, Origin = Anchor.BottomRight, X = 2, Rotation = 90, }, leftCentre = new DrumSegment { Anchor = Anchor.BottomCentre, Origin = Anchor.BottomRight, X = -2, Scale = new Vector2(centre_region), }, rightCentre = new DrumSegment { Anchor = Anchor.BottomCentre, Origin = Anchor.BottomRight, X = 2, Scale = new Vector2(centre_region), Rotation = 90, } } }, } }, }; config.BindWith(TaikoRulesetSetting.TouchControlScheme, configTouchControlScheme); configTouchControlScheme.BindValueChanged(scheme => { var actions = getOrderedActionsForScheme(scheme.NewValue); leftRim.Action = actions[0]; leftCentre.Action = actions[1]; rightCentre.Action = actions[2]; rightRim.Action = actions[3]; }, true); } protected override bool OnKeyDown(KeyDownEvent e) { // Hide whenever the keyboard is used. Hide(); return false; } protected override bool OnTouchDown(TouchDownEvent e) { handleDown(e.Touch.Source, e.ScreenSpaceTouchDownPosition); return true; } protected override void OnTouchUp(TouchUpEvent e) { handleUp(e.Touch.Source); base.OnTouchUp(e); } private static TaikoAction[] getOrderedActionsForScheme(TaikoTouchControlScheme scheme) { switch (scheme) { case TaikoTouchControlScheme.KDDK: return new[] { TaikoAction.LeftRim, TaikoAction.LeftCentre, TaikoAction.RightCentre, TaikoAction.RightRim }; case TaikoTouchControlScheme.DDKK: return new[] { TaikoAction.LeftCentre, TaikoAction.RightCentre, TaikoAction.LeftRim, TaikoAction.RightRim }; case TaikoTouchControlScheme.KKDD: return new[] { TaikoAction.LeftRim, TaikoAction.RightRim, TaikoAction.LeftCentre, TaikoAction.RightCentre }; default: throw new ArgumentOutOfRangeException(nameof(scheme), scheme, null); } } private void handleDown(object source, Vector2 position) { Show(); TaikoAction taikoAction = getTaikoActionFromPosition(position); // Not too sure how this can happen, but let's avoid throwing. if (trackedActions.ContainsKey(source)) return; trackedActions.Add(source, taikoAction); keyBindingContainer.TriggerPressed(taikoAction); } private void handleUp(object source) { keyBindingContainer.TriggerReleased(trackedActions[source]); trackedActions.Remove(source); } private TaikoAction getTaikoActionFromPosition(Vector2 inputPosition) { bool centreHit = leftCentre.Contains(inputPosition) || rightCentre.Contains(inputPosition); bool leftSide = ToLocalSpace(inputPosition).X < DrawWidth / 2; if (leftSide) return centreHit ? leftCentre.Action : leftRim.Action; return centreHit ? rightCentre.Action : rightRim.Action; } protected override void PopIn() { mainContent.FadeIn(500, Easing.OutQuint); } protected override void PopOut() { mainContent.FadeOut(300); } private partial class DrumSegment : CompositeDrawable, IKeyBindingHandler { private TaikoAction action; public TaikoAction Action { get => action; set { if (action == value) return; action = value; updateColoursFromAction(); } } private Circle overlay = null!; private Circle circle = null!; [Resolved] private OsuColour colours { get; set; } = null!; public override bool Contains(Vector2 screenSpacePos) => circle.Contains(screenSpacePos); public DrumSegment() { RelativeSizeAxes = Axes.Both; FillMode = FillMode.Fit; } [BackgroundDependencyLoader] private void load() { InternalChildren = new Drawable[] { new Container { Masking = true, RelativeSizeAxes = Axes.Both, Children = new Drawable[] { circle = new Circle { RelativeSizeAxes = Axes.Both, Alpha = 0.8f, Scale = new Vector2(2), }, overlay = new Circle { Alpha = 0, RelativeSizeAxes = Axes.Both, Blending = BlendingParameters.Additive, Scale = new Vector2(2), } } }, }; } protected override void LoadComplete() { base.LoadComplete(); updateColoursFromAction(); } public bool OnPressed(KeyBindingPressEvent e) { if (e.Action == Action) overlay.FadeTo(1f, 80, Easing.OutQuint); return false; } public void OnReleased(KeyBindingReleaseEvent e) { if (e.Action == Action) overlay.FadeOut(1000, Easing.OutQuint); } private void updateColoursFromAction() { if (!IsLoaded) return; var colour = getColourFromTaikoAction(Action); circle.Colour = colour.Multiply(1.4f).Darken(2.8f); overlay.Colour = colour; } private Color4 getColourFromTaikoAction(TaikoAction handledAction) { switch (handledAction) { case TaikoAction.LeftRim: case TaikoAction.RightRim: return colours.Blue; case TaikoAction.LeftCentre: case TaikoAction.RightCentre: return colours.Pink; } throw new ArgumentOutOfRangeException(); } } } }