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osu-lazer/osu.Game/Rulesets/UI/RulesetInputManager.cs
2019-03-05 20:14:04 +09:00

309 lines
10 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Input.StateChanges.Events;
using osu.Framework.Input.States;
using osu.Framework.Timing;
using osu.Game.Configuration;
using osu.Game.Input.Bindings;
using osu.Game.Input.Handlers;
using osu.Game.Screens.Play;
using osuTK.Input;
using static osu.Game.Input.Handlers.ReplayInputHandler;
using JoystickState = osu.Framework.Input.States.JoystickState;
using KeyboardState = osu.Framework.Input.States.KeyboardState;
using MouseState = osu.Framework.Input.States.MouseState;
namespace osu.Game.Rulesets.UI
{
public abstract class RulesetInputManager<T> : PassThroughInputManager, ICanAttachKeyCounter, IHasReplayHandler
where T : struct
{
protected override InputState CreateInitialState()
{
var state = base.CreateInitialState();
return new RulesetInputManagerInputState<T>(state.Mouse, state.Keyboard, state.Joystick);
}
protected readonly KeyBindingContainer<T> KeyBindingContainer;
protected override Container<Drawable> Content => KeyBindingContainer;
protected RulesetInputManager(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
{
InternalChild = KeyBindingContainer = CreateKeyBindingContainer(ruleset, variant, unique);
gameplayClock = new GameplayClock(framedClock = new FramedClock(manualClock = new ManualClock()));
}
#region Action mapping (for replays)
public override void HandleInputStateChange(InputStateChangeEvent inputStateChange)
{
if (inputStateChange is ReplayStateChangeEvent<T> replayStateChanged)
{
foreach (var action in replayStateChanged.ReleasedActions)
KeyBindingContainer.TriggerReleased(action);
foreach (var action in replayStateChanged.PressedActions)
KeyBindingContainer.TriggerPressed(action);
}
else
{
base.HandleInputStateChange(inputStateChange);
}
}
#endregion
#region IHasReplayHandler
private ReplayInputHandler replayInputHandler;
public ReplayInputHandler ReplayInputHandler
{
get => replayInputHandler;
set
{
if (replayInputHandler != null) RemoveHandler(replayInputHandler);
replayInputHandler = value;
UseParentInput = replayInputHandler == null;
if (replayInputHandler != null)
AddHandler(replayInputHandler);
}
}
#endregion
#region Clock control
private readonly ManualClock manualClock;
private readonly FramedClock framedClock;
[Cached]
private GameplayClock gameplayClock;
private IFrameBasedClock parentGameplayClock;
[BackgroundDependencyLoader(true)]
private void load(OsuConfigManager config, GameplayClock clock)
{
mouseDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableButtons);
if (clock != null)
parentGameplayClock = clock;
}
protected override void LoadComplete()
{
base.LoadComplete();
setClock();
}
/// <summary>
/// Whether we are running up-to-date with our parent clock.
/// If not, we will need to keep processing children until we catch up.
/// </summary>
private bool requireMoreUpdateLoops;
/// <summary>
/// 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.
/// </summary>
private bool validState;
protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && validState;
private bool isAttached => replayInputHandler != null && !UseParentInput;
private const int max_catch_up_updates_per_frame = 50;
private const double sixty_frame_time = 1000.0 / 60;
public override bool UpdateSubTree()
{
requireMoreUpdateLoops = true;
validState = true;
int loops = 0;
while (validState && requireMoreUpdateLoops && loops++ < max_catch_up_updates_per_frame)
{
updateClock();
if (validState)
{
base.UpdateSubTree();
UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat);
}
}
return true;
}
private void updateClock()
{
if (parentGameplayClock == null)
setClock(); // LoadComplete may not be run yet, but we still want the clock.
validState = true;
manualClock.Rate = parentGameplayClock.Rate;
manualClock.IsRunning = parentGameplayClock.IsRunning;
var newProposedTime = parentGameplayClock.CurrentTime;
try
{
if (Math.Abs(manualClock.CurrentTime - newProposedTime) > sixty_frame_time * 1.2f)
{
newProposedTime = manualClock.Rate > 0
? Math.Min(newProposedTime, manualClock.CurrentTime + sixty_frame_time)
: Math.Max(newProposedTime, manualClock.CurrentTime - sixty_frame_time);
}
if (!isAttached)
{
manualClock.CurrentTime = newProposedTime;
}
else
{
double? newTime = replayInputHandler.SetFrameFromTime(newProposedTime);
if (newTime == null)
{
// we shouldn't execute for this time value. probably waiting on more replay data.
validState = false;
requireMoreUpdateLoops = true;
manualClock.CurrentTime = newProposedTime;
return;
}
manualClock.CurrentTime = newTime.Value;
}
requireMoreUpdateLoops = manualClock.CurrentTime != parentGameplayClock.CurrentTime;
}
finally
{
// 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
framedClock.ProcessFrame();
}
}
private void setClock()
{
// in case a parent gameplay clock isn't available, just use the parent clock.
if (parentGameplayClock == null)
parentGameplayClock = Clock;
Clock = gameplayClock;
ProcessCustomClock = false;
}
#endregion
#region Setting application (disables etc.)
private Bindable<bool> mouseDisabled;
protected override bool Handle(UIEvent e)
{
switch (e)
{
case MouseDownEvent mouseDown when mouseDown.Button == MouseButton.Left || mouseDown.Button == MouseButton.Right:
if (mouseDisabled.Value)
return false;
break;
case MouseUpEvent mouseUp:
if (!CurrentState.Mouse.IsPressed(mouseUp.Button))
return false;
break;
}
return base.Handle(e);
}
#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<T>()).Distinct().Select(b => new KeyCounterAction<T>(b)));
}
public class ActionReceptor : KeyCounterCollection.Receptor, IKeyBindingHandler<T>
{
public ActionReceptor(KeyCounterCollection target)
: base(target)
{
}
public bool OnPressed(T action) => Target.Children.OfType<KeyCounterAction<T>>().Any(c => c.OnPressed(action));
public bool OnReleased(T action) => Target.Children.OfType<KeyCounterAction<T>>().Any(c => c.OnReleased(action));
}
#endregion
protected virtual RulesetKeyBindingContainer CreateKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
=> new RulesetKeyBindingContainer(ruleset, variant, unique);
public class RulesetKeyBindingContainer : DatabasedKeyBindingContainer<T>
{
public RulesetKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
: base(ruleset, variant, unique)
{
}
}
}
/// <summary>
/// Expose the <see cref="ReplayInputHandler"/> in a capable <see cref="InputManager"/>.
/// </summary>
public interface IHasReplayHandler
{
ReplayInputHandler ReplayInputHandler { get; set; }
}
/// <summary>
/// Supports attaching a <see cref="KeyCounterCollection"/>.
/// Keys will be populated automatically and a receptor will be injected inside.
/// </summary>
public interface ICanAttachKeyCounter
{
void Attach(KeyCounterCollection keyCounter);
}
public class RulesetInputManagerInputState<T> : InputState
where T : struct
{
public ReplayState<T> LastReplayState;
public RulesetInputManagerInputState(MouseState mouse = null, KeyboardState keyboard = null, JoystickState joystick = null)
: base(mouse, keyboard, joystick)
{
}
}
}