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