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116 lines
4.0 KiB
C#
116 lines
4.0 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Linq;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.StateChanges.Events;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Osu
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{
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public partial class OsuInputManager : RulesetInputManager<OsuAction>
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{
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public IEnumerable<OsuAction> PressedActions => KeyBindingContainer.PressedActions;
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/// <summary>
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/// Whether gameplay input buttons should be allowed.
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/// Defaults to <c>true</c>, generally used for mods like Relax which turn off main inputs.
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/// </summary>
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/// <remarks>
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/// Of note, auxiliary inputs like the "smoke" key are left usable.
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/// </remarks>
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public bool AllowGameplayInputs
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{
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set => ((OsuKeyBindingContainer)KeyBindingContainer).AllowGameplayInputs = value;
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}
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/// <summary>
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/// Whether the user's cursor movement events should be accepted.
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/// Can be used to block only movement while still accepting button input.
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/// </summary>
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public bool AllowUserCursorMovement { get; set; } = true;
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protected override KeyBindingContainer<OsuAction> CreateKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
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=> new OsuKeyBindingContainer(ruleset, variant, unique);
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public OsuInputManager(RulesetInfo ruleset)
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: base(ruleset, 0, SimultaneousBindingMode.Unique)
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{
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}
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protected override bool Handle(UIEvent e)
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{
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if ((e is MouseMoveEvent || e is TouchMoveEvent) && !AllowUserCursorMovement) return false;
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return base.Handle(e);
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}
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protected override bool HandleMouseTouchStateChange(TouchStateChangeEvent e)
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{
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if (!AllowUserCursorMovement)
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{
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// Still allow for forwarding of the "touch" part, but replace the positional data with that of the mouse.
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// Primarily relied upon by the "autopilot" osu! mod.
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var touch = new Touch(e.Touch.Source, CurrentState.Mouse.Position);
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e = new TouchStateChangeEvent(e.State, e.Input, touch, e.IsActive, null);
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}
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return base.HandleMouseTouchStateChange(e);
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}
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private partial class OsuKeyBindingContainer : RulesetKeyBindingContainer
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{
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private bool allowGameplayInputs = true;
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/// <summary>
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/// Whether gameplay input buttons should be allowed.
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/// Defaults to <c>true</c>, generally used for mods like Relax which turn off main inputs.
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/// </summary>
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/// <remarks>
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/// Of note, auxiliary inputs like the "smoke" key are left usable.
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/// </remarks>
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public bool AllowGameplayInputs
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{
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get => allowGameplayInputs;
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set
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{
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allowGameplayInputs = value;
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ReloadMappings();
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}
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}
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public OsuKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
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: base(ruleset, variant, unique)
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{
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}
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protected override void ReloadMappings(IQueryable<RealmKeyBinding> realmKeyBindings)
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{
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base.ReloadMappings(realmKeyBindings);
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if (!AllowGameplayInputs)
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KeyBindings = KeyBindings.Where(b => b.GetAction<OsuAction>() == OsuAction.Smoke).ToList();
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}
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}
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}
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public enum OsuAction
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{
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[Description("Left button")]
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LeftButton,
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[Description("Right button")]
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RightButton,
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[Description("Smoke")]
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Smoke,
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}
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}
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