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https://github.com/ppy/osu.git
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241 lines
7.8 KiB
C#
241 lines
7.8 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.Configuration;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Timing;
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using osu.Game.Configuration;
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using osu.Game.Input.Bindings;
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using osu.Game.Input.Handlers;
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using osu.Game.Screens.Play;
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using OpenTK.Input;
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namespace osu.Game.Rulesets.UI
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{
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public abstract class RulesetInputManager<T> : DatabasedKeyBindingInputManager<T>, ICanAttachKeyCounter, IHasReplayHandler
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where T : struct
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{
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protected RulesetInputManager(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique) : base(ruleset, variant, unique)
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{
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}
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#region Action mapping (for replays)
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private List<T> lastPressedActions = new List<T>();
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protected override void HandleNewState(InputState state)
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{
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base.HandleNewState(state);
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var replayState = state as ReplayInputHandler.ReplayState<T>;
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if (replayState == null) return;
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// Here we handle states specifically coming from a replay source.
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// These have extra action information rather than keyboard keys or mouse buttons.
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List<T> newActions = replayState.PressedActions;
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foreach (var released in lastPressedActions.Except(newActions))
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PropagateReleased(KeyBindingInputQueue, released);
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foreach (var pressed in newActions.Except(lastPressedActions))
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PropagatePressed(KeyBindingInputQueue, pressed);
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lastPressedActions = newActions;
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}
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#endregion
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#region IHasReplayHandler
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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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#endregion
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#region Clock control
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protected override bool ShouldProcessClock => false; // We handle processing the clock ourselves
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private ManualClock clock;
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private IFrameBasedClock parentClock;
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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 are 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 are 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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// The manual clock time has changed in the above code. The framed clock now needs to be updated
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// to ensure that the its time is valid for our children before input is processed
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Clock.ProcessFrame();
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// Process input
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base.Update();
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}
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#endregion
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#region Setting application (disables etc.)
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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 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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#endregion
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#region Key Counter Attachment
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public void Attach(KeyCounterCollection keyCounter)
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{
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var receptor = new ActionReceptor(keyCounter);
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Add(receptor);
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keyCounter.SetReceptor(receptor);
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keyCounter.AddRange(DefaultKeyBindings.Select(b => b.GetAction<T>()).Distinct().Select(b => new KeyCounterAction<T>(b)));
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}
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public class ActionReceptor : KeyCounterCollection.Receptor, IKeyBindingHandler<T>
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{
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public ActionReceptor(KeyCounterCollection target)
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: base(target)
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{
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}
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public bool OnPressed(T action) => Target.Children.OfType<KeyCounterAction<T>>().Any(c => c.OnPressed(action));
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public bool OnReleased(T action) => Target.Children.OfType<KeyCounterAction<T>>().Any(c => c.OnReleased(action));
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}
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#endregion
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}
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/// <summary>
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/// Expose the <see cref="ReplayInputHandler"/> in a capable <see cref="InputManager"/>.
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/// </summary>
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public interface IHasReplayHandler
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{
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ReplayInputHandler ReplayInputHandler { get; set; }
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}
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/// <summary>
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/// Supports attaching a <see cref="KeyCounterCollection"/>.
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/// Keys will be populated automatically and a receptor will be injected inside.
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/// </summary>
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public interface ICanAttachKeyCounter
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{
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void Attach(KeyCounterCollection keyCounter);
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}
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}
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