mirror of
https://github.com/ppy/osu.git
synced 2024-12-16 00:52:59 +08:00
141 lines
4.4 KiB
C#
141 lines
4.4 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|
|
|
using OpenTK.Input;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Configuration;
|
|
using osu.Framework.Input;
|
|
using osu.Framework.Timing;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Input.Handlers;
|
|
|
|
namespace osu.Game.Screens.Play
|
|
{
|
|
public class PlayerInputManager : PassThroughInputManager
|
|
{
|
|
private ManualClock clock;
|
|
private IFrameBasedClock parentClock;
|
|
|
|
private ReplayInputHandler replayInputHandler;
|
|
public ReplayInputHandler ReplayInputHandler
|
|
{
|
|
get
|
|
{
|
|
return replayInputHandler;
|
|
}
|
|
set
|
|
{
|
|
if (replayInputHandler != null) RemoveHandler(replayInputHandler);
|
|
|
|
replayInputHandler = value;
|
|
UseParentState = replayInputHandler == null;
|
|
|
|
if (replayInputHandler != null)
|
|
AddHandler(replayInputHandler);
|
|
}
|
|
}
|
|
|
|
private Bindable<bool> mouseDisabled;
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(OsuConfigManager config)
|
|
{
|
|
mouseDisabled = config.GetBindable<bool>(OsuConfig.MouseDisableButtons);
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
|
|
//our clock will now be our parent's clock, but we want to replace this to allow manual control.
|
|
parentClock = Clock;
|
|
|
|
Clock = new FramedClock(clock = new ManualClock
|
|
{
|
|
CurrentTime = parentClock.CurrentTime,
|
|
Rate = parentClock.Rate,
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
/// Whether we running up-to-date with our parent clock.
|
|
/// If not, we will need to keep processing children until we catch up.
|
|
/// </summary>
|
|
private bool requireMoreUpdateLoops;
|
|
|
|
/// <summary>
|
|
/// Whether we in a valid state (ie. should we keep processing children frames).
|
|
/// This should be set to false when the replay is, for instance, waiting for future frames to arrive.
|
|
/// </summary>
|
|
private bool validState;
|
|
|
|
protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && validState;
|
|
|
|
private bool isAttached => replayInputHandler != null && !UseParentState;
|
|
|
|
private const int max_catch_up_updates_per_frame = 50;
|
|
|
|
public override bool UpdateSubTree()
|
|
{
|
|
requireMoreUpdateLoops = true;
|
|
validState = true;
|
|
|
|
int loops = 0;
|
|
|
|
while (validState && requireMoreUpdateLoops && loops++ < max_catch_up_updates_per_frame)
|
|
if (!base.UpdateSubTree())
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
if (parentClock == null) return;
|
|
|
|
clock.Rate = parentClock.Rate;
|
|
clock.IsRunning = parentClock.IsRunning;
|
|
|
|
if (!isAttached)
|
|
{
|
|
clock.CurrentTime = parentClock.CurrentTime;
|
|
}
|
|
else
|
|
{
|
|
double? newTime = replayInputHandler.SetFrameFromTime(parentClock.CurrentTime);
|
|
|
|
if (newTime == null)
|
|
{
|
|
// we shouldn't execute for this time value. probably waiting on more replay data.
|
|
validState = false;
|
|
return;
|
|
}
|
|
|
|
clock.CurrentTime = newTime.Value;
|
|
}
|
|
|
|
requireMoreUpdateLoops = clock.CurrentTime != parentClock.CurrentTime;
|
|
base.Update();
|
|
}
|
|
|
|
protected override void TransformState(InputState state)
|
|
{
|
|
base.TransformState(state);
|
|
|
|
// we don't want to transform the state if a replay is present (for now, at least).
|
|
if (replayInputHandler != null) return;
|
|
|
|
var mouse = state.Mouse as Framework.Input.MouseState;
|
|
|
|
if (mouse != null)
|
|
{
|
|
if (mouseDisabled.Value)
|
|
{
|
|
mouse.SetPressed(MouseButton.Left, false);
|
|
mouse.SetPressed(MouseButton.Right, false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|