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798fff00b2
No more casting!
132 lines
5.7 KiB
C#
132 lines
5.7 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Game.Rulesets;
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namespace osu.Game.Input
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{
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/// <summary>
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/// Maps input actions to custom action data of type <see cref="T"/>. Use in conjunction with <see cref="Drawable"/>s implementing <see cref="IHandleActions{T}"/>.
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/// </summary>
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/// <typeparam name="T">The type of the custom action.</typeparam>
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public abstract class ActionMappingInputManager<T> : PassThroughInputManager
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where T : struct
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{
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private readonly RulesetInfo ruleset;
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private readonly int? variant;
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private readonly ConcurrentActionMode concurrencyMode;
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private readonly List<Binding> mappings = new List<Binding>();
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/// <summary>
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/// Create a new instance.
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/// </summary>
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/// <param name="ruleset">A reference to identify the current <see cref="Ruleset"/>. Used to lookup mappings. Null for global mappings.</param>
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/// <param name="variant">An optional variant for the specified <see cref="Ruleset"/>. Used when a ruleset has more than one possible keyboard layouts.</param>
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/// <param name="concurrencyMode">Specify how to deal with multiple matches of combinations and actions.</param>
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protected ActionMappingInputManager(RulesetInfo ruleset = null, int? variant = null, ConcurrentActionMode concurrencyMode = ConcurrentActionMode.None)
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{
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this.ruleset = ruleset;
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this.variant = variant;
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this.concurrencyMode = concurrencyMode;
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}
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protected abstract IDictionary<KeyCombination, T> CreateDefaultMappings();
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private BindingStore store;
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[BackgroundDependencyLoader]
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private void load(BindingStore bindings)
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{
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store = bindings;
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ReloadMappings();
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}
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protected void ReloadMappings()
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{
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var rulesetId = ruleset?.ID;
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mappings.Clear();
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foreach (var kvp in CreateDefaultMappings())
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mappings.Add(new Binding(kvp.Key, kvp.Value));
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if (store != null)
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{
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foreach (var b in store.Query<Binding>(b => b.RulesetID == rulesetId && b.Variant == variant))
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mappings.Add(b);
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}
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}
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private readonly List<Binding> pressedBindings = new List<Binding>();
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protected override bool PropagateKeyDown(IEnumerable<Drawable> drawables, InputState state, KeyDownEventArgs args)
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{
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bool handled = false;
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if (!args.Repeat && (concurrencyMode > ConcurrentActionMode.None || pressedBindings.Count == 0))
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{
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Binding validBinding;
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while ((validBinding = mappings.Except(pressedBindings).LastOrDefault(m => m.Keys.CheckValid(state.Keyboard.Keys, concurrencyMode == ConcurrentActionMode.None))) != null)
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{
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if (concurrencyMode == ConcurrentActionMode.UniqueAndSameActions || pressedBindings.All(p => p.Action != validBinding.Action))
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handled = drawables.OfType<IHandleActions<T>>().Any(d => d.OnPressed(validBinding.GetAction<T>()));
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// store both the pressed combination and the resulting action, just in case the assignments change while we are actuated.
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pressedBindings.Add(validBinding);
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}
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}
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return handled || base.PropagateKeyDown(drawables, state, args);
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}
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protected override bool PropagateKeyUp(IEnumerable<Drawable> drawables, InputState state, KeyUpEventArgs args)
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{
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bool handled = false;
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foreach (var binding in pressedBindings.ToList())
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{
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if (!binding.Keys.CheckValid(state.Keyboard.Keys, concurrencyMode == ConcurrentActionMode.None))
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{
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// clear the no-longer-valid combination/action.
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pressedBindings.Remove(binding);
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if (concurrencyMode == ConcurrentActionMode.UniqueAndSameActions || pressedBindings.All(p => p.Action != binding.Action))
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{
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// set data as KeyUp if we're all done with this action.
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handled = drawables.OfType<IHandleActions<T>>().Any(d => d.OnReleased(binding.GetAction<T>()));
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}
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}
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}
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return handled || base.PropagateKeyUp(drawables, state, args);
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}
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}
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public enum ConcurrentActionMode
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{
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/// <summary>
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/// One action can be actuated at once. The first action matching a chord will take precedence and no other action will be actuated until it has been released.
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/// </summary>
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None,
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/// <summary>
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/// Unique actions are allowed to be fired at the same time. There may therefore be more than one action in an actuated state at once.
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/// If one action has multiple bindings, only the first will add actuation data, and the last to be released will add de-actuation data.
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/// </summary>
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UniqueActions,
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/// <summary>
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/// Both unique actions and the same action can be concurrently actuated.
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/// Same as <see cref="UniqueActions"/>, but multiple bindings for the same action will individually add actuation and de-actuation data to events.
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/// </summary>
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UniqueAndSameActions,
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}
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}
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