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osu-lazer/osu.Game/Rulesets/UI/RulesetInputManager.cs
Dean Herbert b28689c774 Fix key counters appearing negative on intense beatmaps
When `FrameStabilityContainer` decides it needs multiple updates on the same frame, it ends up with an elapsed time of zero. This was interacting badly with the condition used in `RulesetInputManager` to govern playback direction.

I have changed this to use `Rate` as exposed by the frame stable clock.

- Closes #6198.
2019-10-03 15:01:54 +08:00

187 lines
6.1 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.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.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 => content;
private readonly Container content;
protected RulesetInputManager(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
{
InternalChild = KeyBindingContainer =
CreateKeyBindingContainer(ruleset, variant, unique)
.WithChild(content = new Container { RelativeSizeAxes = Axes.Both });
}
[BackgroundDependencyLoader(true)]
private void load(OsuConfigManager config)
{
mouseDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableButtons);
}
#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 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(KeyCounterDisplay keyCounter)
{
var receptor = new ActionReceptor(keyCounter);
KeyBindingContainer.Add(receptor);
keyCounter.SetReceptor(receptor);
keyCounter.AddRange(KeyBindingContainer.DefaultKeyBindings.Select(b => b.GetAction<T>()).Distinct().Select(b => new KeyCounterAction<T>(b)));
}
public class ActionReceptor : KeyCounterDisplay.Receptor, IKeyBindingHandler<T>
{
public ActionReceptor(KeyCounterDisplay target)
: base(target)
{
}
public bool OnPressed(T action) => Target.Children.OfType<KeyCounterAction<T>>().Any(c => c.OnPressed(action, Clock.Rate >= 0));
public bool OnReleased(T action) => Target.Children.OfType<KeyCounterAction<T>>().Any(c => c.OnReleased(action, Clock.Rate >= 0));
}
#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="KeyCounterDisplay"/>.
/// Keys will be populated automatically and a receptor will be injected inside.
/// </summary>
public interface ICanAttachKeyCounter
{
void Attach(KeyCounterDisplay 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)
{
}
}
}