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Merge branch 'better_taiko_keys' into taiko_bash_drawable
Conflicts: osu.Game.Modes.Taiko/Objects/Drawable/DrawableTaikoHitObject.cs
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@ -1,14 +1,23 @@
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// 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.Graphics;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Taiko.Judgements;
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using System.Collections.Generic;
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using osu.Framework.Input;
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namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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public abstract class DrawableTaikoHitObject : DrawableHitObject<TaikoHitObject, TaikoJudgement>
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{
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/// <summary>
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/// A list of keys which this hit object will accept. These are the standard Taiko keys for now.
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/// These should be moved to bindings later.
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/// </summary>
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private readonly List<Key> validKeys = new List<Key>(new[] { Key.D, Key.F, Key.J, Key.K });
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protected DrawableTaikoHitObject(TaikoHitObject hitObject)
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: base(hitObject)
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{
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@ -42,5 +51,21 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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UpdateScrollPosition(Time.Current);
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}
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protected virtual bool HandleKeyPress(Key key) { return false; }
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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// Make sure we don't handle held-down keys
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if (args.Repeat)
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return false;
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// Check if we've pressed a valid taiko key
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if (!validKeys.Contains(args.Key))
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return false;
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// Handle it!
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return HandleKeyPress(args.Key);
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}
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}
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}
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