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296 lines
11 KiB
C#
296 lines
11 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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#pragma warning disable IDE0001 // Simplify Names
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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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.Graphics;
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using osu.Game.Rulesets.Taiko.Configuration;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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using TaikoInput = TaikoAction; // Functionally identical to TaikoAction, it's just a readability thing
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/// <summary>
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/// An overlay that captures and displays osu!taiko mouse and touch input.
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/// </summary>
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public partial class DrumTouchInputArea : VisibilityContainer
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{
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// visibility state affects our child. we always want to handle input.
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public override bool PropagatePositionalInputSubTree => true;
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public override bool PropagateNonPositionalInputSubTree => true;
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private KeyBindingContainer<TaikoAction> keyBindingContainer = null!;
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private readonly Dictionary<object, TaikoAction> trackedActions = new Dictionary<object, TaikoAction>();
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private Container mainContent = null!;
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private QuarterCircle leftCentre = null!;
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private QuarterCircle rightCentre = null!;
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private QuarterCircle leftRim = null!;
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private QuarterCircle rightRim = null!;
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private Bindable<TaikoTouchControlScheme> configTouchControlScheme = new Bindable<TaikoTouchControlScheme>();
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[BackgroundDependencyLoader]
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private void load(TaikoInputManager taikoInputManager, TaikoRulesetConfigManager config)
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{
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Debug.Assert(taikoInputManager.KeyBindingContainer != null);
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keyBindingContainer = taikoInputManager.KeyBindingContainer;
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// Container should handle input everywhere.
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RelativeSizeAxes = Axes.Both;
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const float centre_region = 0.80f;
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config.BindWith(TaikoRulesetSetting.TouchControlScheme, configTouchControlScheme);
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Children = new Drawable[]
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{
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new Container
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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RelativeSizeAxes = Axes.X,
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Height = 350,
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Y = 20,
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Masking = true,
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FillMode = FillMode.Fit,
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Children = new Drawable[]
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{
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mainContent = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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leftRim = new QuarterCircle(getTaikoActionFromInput(TaikoInput.LeftRim))
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomRight,
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X = -2,
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},
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rightRim = new QuarterCircle(getTaikoActionFromInput(TaikoInput.RightRim))
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomRight,
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X = 2,
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Rotation = 90,
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},
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leftCentre = new QuarterCircle(getTaikoActionFromInput(TaikoInput.LeftCentre))
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomRight,
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X = -2,
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Scale = new Vector2(centre_region),
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},
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rightCentre = new QuarterCircle(getTaikoActionFromInput(TaikoInput.RightCentre))
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomRight,
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X = 2,
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Scale = new Vector2(centre_region),
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Rotation = 90,
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}
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}
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},
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}
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},
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};
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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// Hide whenever the keyboard is used.
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Hide();
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return false;
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}
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protected override bool OnTouchDown(TouchDownEvent e)
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{
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handleDown(e.Touch.Source, e.ScreenSpaceTouchDownPosition);
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return true;
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}
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protected override void OnTouchUp(TouchUpEvent e)
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{
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handleUp(e.Touch.Source);
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base.OnTouchUp(e);
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}
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private void handleDown(object source, Vector2 position)
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{
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Show();
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TaikoInput taikoInput = getTaikoActionFromPosition(position);
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// Not too sure how this can happen, but let's avoid throwing.
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if (trackedActions.ContainsKey(source))
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return;
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trackedActions.Add(source, taikoInput);
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keyBindingContainer.TriggerPressed(taikoInput);
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}
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private void handleUp(object source)
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{
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keyBindingContainer.TriggerReleased(trackedActions[source]);
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trackedActions.Remove(source);
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}
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private bool validMouse(MouseButtonEvent e) =>
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leftRim.Contains(e.ScreenSpaceMouseDownPosition) || rightRim.Contains(e.ScreenSpaceMouseDownPosition);
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#pragma warning disable format
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private TaikoAction getTaikoActionFromInput(TaikoInput input)
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{
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switch (configTouchControlScheme.Value)
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{
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case TaikoTouchControlScheme.KDDK:
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switch (input)
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{
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case TaikoInput.LeftRim: return TaikoAction.LeftRim;
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case TaikoInput.LeftCentre: return TaikoAction.LeftCentre;
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case TaikoInput.RightCentre: return TaikoAction.RightCentre;
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case TaikoInput.RightRim: return TaikoAction.RightRim;
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}
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break;
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case TaikoTouchControlScheme.DDKK:
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switch (input)
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{
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case TaikoInput.LeftRim: return TaikoAction.LeftCentre;
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case TaikoInput.LeftCentre: return TaikoAction.RightCentre;
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case TaikoInput.RightCentre: return TaikoAction.LeftRim;
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case TaikoInput.RightRim: return TaikoAction.RightRim;
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}
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break;
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case TaikoTouchControlScheme.KKDD:
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switch (input)
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{
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case TaikoInput.LeftRim: return TaikoAction.LeftRim;
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case TaikoInput.LeftCentre: return TaikoAction.RightRim;
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case TaikoInput.RightCentre: return TaikoAction.LeftCentre;
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case TaikoInput.RightRim: return TaikoAction.RightCentre;
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}
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break;
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}
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return TaikoAction.LeftCentre;
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}
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#pragma warning restore format
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private TaikoAction getTaikoActionFromPosition(Vector2 inputPosition)
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{
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bool centreHit = leftCentre.Contains(inputPosition) || rightCentre.Contains(inputPosition);
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bool leftSide = ToLocalSpace(inputPosition).X < DrawWidth / 2;
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TaikoInput input;
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if (leftSide)
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input = centreHit ? TaikoInput.LeftCentre : TaikoInput.LeftRim;
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else
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input = centreHit ? TaikoInput.RightCentre : TaikoInput.RightRim;
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return getTaikoActionFromInput(input);
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}
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protected override void PopIn()
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{
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mainContent.FadeIn(500, Easing.OutQuint);
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}
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protected override void PopOut()
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{
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mainContent.FadeOut(300);
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}
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private partial class QuarterCircle : CompositeDrawable, IKeyBindingHandler<TaikoAction>
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{
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private readonly Circle overlay;
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private readonly TaikoAction handledAction;
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private readonly Circle circle;
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public override bool Contains(Vector2 screenSpacePos) => circle.Contains(screenSpacePos);
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[Resolved]
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private OsuColour colours { get; set; } = null!;
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public QuarterCircle(TaikoAction handledAction)
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{
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Color4 colour = ((Func<Color4>)(() =>
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{
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#pragma warning disable format
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switch (handledAction)
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{
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case TaikoAction.LeftRim: return colours.Blue;
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case TaikoAction.LeftCentre: return colours.Red;
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case TaikoAction.RightCentre: return colours.Red;
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case TaikoAction.RightRim: return colours.Blue;
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}
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#pragma warning restore format
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return colours.Red;
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}))();
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this.handledAction = handledAction;
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RelativeSizeAxes = Axes.Both;
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FillMode = FillMode.Fit;
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InternalChildren = new Drawable[]
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{
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new Container
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{
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Masking = true,
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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circle = new Circle
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{
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RelativeSizeAxes = Axes.Both,
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Colour = colour.Multiply(1.4f).Darken(2.8f),
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Alpha = 0.8f,
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Scale = new Vector2(2),
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},
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overlay = new Circle
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{
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Alpha = 0,
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RelativeSizeAxes = Axes.Both,
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Blending = BlendingParameters.Additive,
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Colour = colour,
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Scale = new Vector2(2),
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}
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}
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},
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};
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}
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public bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
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{
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if (e.Action == handledAction)
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overlay.FadeTo(1f, 80, Easing.OutQuint);
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<TaikoAction> e)
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{
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if (e.Action == handledAction)
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overlay.FadeOut(1000, Easing.OutQuint);
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}
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}
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}
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}
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