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