// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System.Collections.Generic; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Configuration; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Input; using osu.Framework.Input.Bindings; using osu.Framework.Timing; using osu.Game.Configuration; using osu.Game.Input.Bindings; using osu.Game.Input.Handlers; using osu.Game.Screens.Play; using OpenTK.Input; namespace osu.Game.Rulesets.UI { public abstract class RulesetInputManager : PassThroughInputManager, ICanAttachKeyCounter, IHasReplayHandler where T : struct { public class RulesetKeyBindingContainer : DatabasedKeyBindingContainer { public RulesetKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique) : base(ruleset, variant, unique) { } } protected readonly KeyBindingContainer KeyBindingContainer; protected override Container Content => KeyBindingContainer; protected RulesetInputManager(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique) { InternalChild = KeyBindingContainer = CreateKeyBindingContainer(ruleset, variant, unique); } #region Action mapping (for replays) private List lastPressedActions = new List(); protected override void HandleNewState(InputState state) { base.HandleNewState(state); var replayState = state as ReplayInputHandler.ReplayState; if (replayState == null) return; // Here we handle states specifically coming from a replay source. // These have extra action information rather than keyboard keys or mouse buttons. List newActions = replayState.PressedActions; foreach (var released in lastPressedActions.Except(newActions)) KeyBindingContainer.TriggerReleased(released); foreach (var pressed in newActions.Except(lastPressedActions)) KeyBindingContainer.TriggerPressed(pressed); lastPressedActions = newActions; } #endregion #region IHasReplayHandler private ReplayInputHandler replayInputHandler; public ReplayInputHandler ReplayInputHandler { get { return replayInputHandler; } set { if (replayInputHandler != null) RemoveHandler(replayInputHandler); replayInputHandler = value; UseParentState = replayInputHandler == null; if (replayInputHandler != null) AddHandler(replayInputHandler); } } #endregion #region Clock control private ManualClock clock; private IFrameBasedClock parentClock; protected override void LoadComplete() { base.LoadComplete(); //our clock will now be our parent's clock, but we want to replace this to allow manual control. parentClock = Clock; ProcessCustomClock = false; Clock = new FramedClock(clock = new ManualClock { CurrentTime = parentClock.CurrentTime, Rate = parentClock.Rate, }); } /// /// Whether we are running up-to-date with our parent clock. /// If not, we will need to keep processing children until we catch up. /// private bool requireMoreUpdateLoops; /// /// Whether we are in a valid state (ie. should we keep processing children frames). /// This should be set to false when the replay is, for instance, waiting for future frames to arrive. /// private bool validState; private bool isAttached => replayInputHandler != null && !UseParentState; private const int max_catch_up_updates_per_frame = 50; public override bool UpdateSubTree() { requireMoreUpdateLoops = true; validState = true; int loops = 0; while (validState && requireMoreUpdateLoops && loops++ < max_catch_up_updates_per_frame) { if (!base.UpdateSubTree()) return false; UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat); if (isAttached) { // When handling replay input, we need to consider the possibility of fast-forwarding, which may cause the clock to be updated // to a point very far into the future, then playing a frame at that time. In such a case, lifetime MUST be updated before // input is handled. This is why base.Update is not called from the derived Update when handling replay input, and is instead // called manually at the correct time here. base.Update(); } } return true; } protected override void Update() { if (parentClock == null) return; clock.Rate = parentClock.Rate; clock.IsRunning = parentClock.IsRunning; if (!isAttached) { clock.CurrentTime = parentClock.CurrentTime; } else { double? newTime = replayInputHandler.SetFrameFromTime(parentClock.CurrentTime); if (newTime == null) { // we shouldn't execute for this time value. probably waiting on more replay data. validState = false; return; } clock.CurrentTime = newTime.Value; } requireMoreUpdateLoops = clock.CurrentTime != parentClock.CurrentTime; // The manual clock time has changed in the above code. The framed clock now needs to be updated // to ensure that the its time is valid for our children before input is processed Clock.ProcessFrame(); if (!isAttached) { // For non-replay input handling, this provides equivalent input ordering as if Update was not overridden base.Update(); } } #endregion #region Setting application (disables etc.) private Bindable mouseDisabled; [BackgroundDependencyLoader] private void load(OsuConfigManager config) { mouseDisabled = config.GetBindable(OsuSetting.MouseDisableButtons); } protected override void TransformState(InputState state) { base.TransformState(state); // we don't want to transform the state if a replay is present (for now, at least). if (replayInputHandler != null) return; var mouse = state.Mouse as Framework.Input.MouseState; if (mouse != null) { if (mouseDisabled.Value) { mouse.SetPressed(MouseButton.Left, false); mouse.SetPressed(MouseButton.Right, false); } } } #endregion #region Key Counter Attachment public void Attach(KeyCounterCollection keyCounter) { var receptor = new ActionReceptor(keyCounter); Add(receptor); keyCounter.SetReceptor(receptor); keyCounter.AddRange(KeyBindingContainer.DefaultKeyBindings.Select(b => b.GetAction()).Distinct().Select(b => new KeyCounterAction(b))); } public class ActionReceptor : KeyCounterCollection.Receptor, IKeyBindingHandler { public ActionReceptor(KeyCounterCollection target) : base(target) { } public bool OnPressed(T action) => Target.Children.OfType>().Any(c => c.OnPressed(action)); public bool OnReleased(T action) => Target.Children.OfType>().Any(c => c.OnReleased(action)); } #endregion protected virtual RulesetKeyBindingContainer CreateKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique) => new RulesetKeyBindingContainer(ruleset, variant, unique); } /// /// Expose the in a capable . /// public interface IHasReplayHandler { ReplayInputHandler ReplayInputHandler { get; set; } } /// /// Supports attaching a . /// Keys will be populated automatically and a receptor will be injected inside. /// public interface ICanAttachKeyCounter { void Attach(KeyCounterCollection keyCounter); } }