1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-16 14:22:55 +08:00
osu-lazer/osu.Game.Rulesets.Osu/OsuInputManager.cs
2024-02-19 01:08:40 +03:00

118 lines
4.2 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.ComponentModel;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Lists;
using osu.Game.Input.Bindings;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.UI;
using osuTK;
namespace osu.Game.Rulesets.Osu
{
public partial class OsuInputManager : RulesetInputManager<OsuAction>
{
public SlimReadOnlyListWrapper<OsuAction> PressedActions => KeyBindingContainer.PressedActions;
/// <summary>
/// Whether gameplay input buttons should be allowed.
/// Defaults to <c>true</c>, generally used for mods like Relax which turn off main inputs.
/// </summary>
/// <remarks>
/// Of note, auxiliary inputs like the "smoke" key are left usable.
/// </remarks>
public bool AllowGameplayInputs
{
get => ((OsuKeyBindingContainer)KeyBindingContainer).AllowGameplayInputs;
set => ((OsuKeyBindingContainer)KeyBindingContainer).AllowGameplayInputs = value;
}
/// <summary>
/// Whether the user's cursor movement events should be accepted.
/// Can be used to block only movement while still accepting button input.
/// </summary>
public bool AllowUserCursorMovement { get; set; } = true;
protected override KeyBindingContainer<OsuAction> CreateKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
=> new OsuKeyBindingContainer(ruleset, variant, unique);
public bool CheckScreenSpaceActionPressJudgeable(Vector2 screenSpacePosition) =>
// This is a very naive but simple approach.
//
// Based on user feedback of more nuanced scenarios (where touch doesn't behave as expected),
// this can be expanded to a more complex implementation, but I'd still want to keep it as simple as we can.
NonPositionalInputQueue.OfType<DrawableHitCircle.HitReceptor>().Any(c => c.ReceivePositionalInputAt(screenSpacePosition));
public OsuInputManager(RulesetInfo ruleset)
: base(ruleset, 0, SimultaneousBindingMode.Unique)
{
}
[BackgroundDependencyLoader]
private void load()
{
Add(new OsuTouchInputMapper(this) { RelativeSizeAxes = Axes.Both });
}
protected override bool Handle(UIEvent e)
{
if ((e is MouseMoveEvent || e is TouchMoveEvent) && !AllowUserCursorMovement) return false;
return base.Handle(e);
}
private partial class OsuKeyBindingContainer : RulesetKeyBindingContainer
{
private bool allowGameplayInputs = true;
/// <summary>
/// Whether gameplay input buttons should be allowed.
/// Defaults to <c>true</c>, generally used for mods like Relax which turn off main inputs.
/// </summary>
/// <remarks>
/// Of note, auxiliary inputs like the "smoke" key are left usable.
/// </remarks>
public bool AllowGameplayInputs
{
get => allowGameplayInputs;
set
{
allowGameplayInputs = value;
ReloadMappings();
}
}
public OsuKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
: base(ruleset, variant, unique)
{
}
protected override void ReloadMappings(IQueryable<RealmKeyBinding> realmKeyBindings)
{
base.ReloadMappings(realmKeyBindings);
if (!AllowGameplayInputs)
KeyBindings = KeyBindings.Where(static b => b.GetAction<OsuAction>() == OsuAction.Smoke).ToList();
}
}
}
public enum OsuAction
{
[Description("Left button")]
LeftButton,
[Description("Right button")]
RightButton,
[Description("Smoke")]
Smoke,
}
}