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c540d78fbc
Turns out that `CreateInputManager` is called more than once, and some mods (ie. `InputBlockingMod`) rely on consuming the "main" one. So let's go back to accessing and exposing in `DrawableOsuRuleset` rather than storing out own reference.
119 lines
4.2 KiB
C#
119 lines
4.2 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.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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using osu.Game.Utils;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public abstract partial class InputBlockingMod : Mod, IApplicableToDrawableRuleset<OsuHitObject>, IUpdatableByPlayfield
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{
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public override double ScoreMultiplier => 1.0;
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public override Type[] IncompatibleMods => new[] { typeof(ModAutoplay), typeof(ModRelax), typeof(OsuModCinema) };
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public override ModType Type => ModType.Conversion;
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private const double flash_duration = 1000;
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private DrawableOsuRuleset ruleset = null!;
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protected OsuAction? LastAcceptedAction { get; private set; }
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/// <summary>
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/// A tracker for periods where alternate should not be forced (i.e. non-gameplay periods).
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/// </summary>
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/// <remarks>
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/// This is different from <see cref="Player.IsBreakTime"/> in that the periods here end strictly at the first object after the break, rather than the break's end time.
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/// </remarks>
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private PeriodTracker nonGameplayPeriods = null!;
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private IFrameStableClock gameplayClock = null!;
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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ruleset = (DrawableOsuRuleset)drawableRuleset;
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ruleset.KeyBindingInputManager.Add(new InputInterceptor(this));
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var periods = new List<Period>();
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if (drawableRuleset.Objects.Any())
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{
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periods.Add(new Period(int.MinValue, getValidJudgementTime(ruleset.Objects.First()) - 1));
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foreach (BreakPeriod b in drawableRuleset.Beatmap.Breaks)
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periods.Add(new Period(b.StartTime, getValidJudgementTime(ruleset.Objects.First(h => h.StartTime >= b.EndTime)) - 1));
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static double getValidJudgementTime(HitObject hitObject) => hitObject.StartTime - hitObject.HitWindows.WindowFor(HitResult.Meh);
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}
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nonGameplayPeriods = new PeriodTracker(periods);
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gameplayClock = drawableRuleset.FrameStableClock;
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}
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public void Update(Playfield playfield)
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{
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if (LastAcceptedAction != null && nonGameplayPeriods.IsInAny(gameplayClock.CurrentTime))
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LastAcceptedAction = null;
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}
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protected abstract bool CheckValidNewAction(OsuAction action);
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private bool checkCorrectAction(OsuAction action)
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{
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if (nonGameplayPeriods.IsInAny(gameplayClock.CurrentTime))
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return true;
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switch (action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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break;
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// Any action which is not left or right button should be ignored.
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default:
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return true;
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}
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if (CheckValidNewAction(action))
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{
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LastAcceptedAction = action;
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return true;
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}
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ruleset.Cursor.FlashColour(Colour4.Red, flash_duration, Easing.OutQuint);
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return false;
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}
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private partial class InputInterceptor : Component, IKeyBindingHandler<OsuAction>
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{
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private readonly InputBlockingMod mod;
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public InputInterceptor(InputBlockingMod mod)
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{
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this.mod = mod;
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}
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public bool OnPressed(KeyBindingPressEvent<OsuAction> e)
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// if the pressed action is incorrect, block it from reaching gameplay.
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=> !mod.checkCorrectAction(e.Action);
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public void OnReleased(KeyBindingReleaseEvent<OsuAction> e)
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{
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}
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}
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}
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}
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