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https://github.com/osukey/osukey.git
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Merge branch 'master' into consistent-terminology-format
This commit is contained in:
@ -1,7 +1,6 @@
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// Copyright (c) 2007-2018 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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@ -9,8 +8,8 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.EventArgs;
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using osu.Framework.Input.StateChanges;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.StateChanges.Events;
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using osu.Framework.Input.States;
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using osu.Framework.Timing;
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using osu.Game.Configuration;
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@ -19,6 +18,9 @@ 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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using static osu.Game.Input.Handlers.ReplayInputHandler;
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using JoystickState = osu.Framework.Input.States.JoystickState;
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using KeyboardState = osu.Framework.Input.States.KeyboardState;
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using MouseState = osu.Framework.Input.States.MouseState;
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namespace osu.Game.Rulesets.UI
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{
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@ -36,13 +38,7 @@ namespace osu.Game.Rulesets.UI
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protected override InputState CreateInitialState()
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{
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var state = base.CreateInitialState();
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return new RulesetInputManagerInputState<T>
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{
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Mouse = state.Mouse,
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Keyboard = state.Keyboard,
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Joystick = state.Joystick,
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LastReplayState = null
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};
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return new RulesetInputManagerInputState<T>(state.Mouse, state.Keyboard, state.Joystick);
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}
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protected readonly KeyBindingContainer<T> KeyBindingContainer;
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@ -56,33 +52,20 @@ namespace osu.Game.Rulesets.UI
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#region Action mapping (for replays)
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private List<T> lastPressedActions = new List<T>();
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public override void HandleCustomInput(InputState state, IInput input)
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public override void HandleInputStateChange(InputStateChangeEvent inputStateChange)
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{
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if (!(input is ReplayState<T> replayState))
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if (inputStateChange is ReplayStateChangeEvent<T> replayStateChanged)
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{
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base.HandleCustomInput(state, input);
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return;
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}
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foreach (var action in replayStateChanged.ReleasedActions)
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KeyBindingContainer.TriggerReleased(action);
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if (state is RulesetInputManagerInputState<T> inputState)
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foreach (var action in replayStateChanged.PressedActions)
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KeyBindingContainer.TriggerPressed(action);
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}
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else
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{
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inputState.LastReplayState = replayState;
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base.HandleInputStateChange(inputStateChange);
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}
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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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KeyBindingContainer.TriggerReleased(released);
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foreach (var pressed in newActions.Except(lastPressedActions))
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KeyBindingContainer.TriggerPressed(pressed);
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lastPressedActions = newActions;
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}
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#endregion
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@ -90,12 +73,10 @@ namespace osu.Game.Rulesets.UI
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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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get => replayInputHandler;
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set
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{
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if (replayInputHandler != null) RemoveHandler(replayInputHandler);
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@ -225,16 +206,20 @@ namespace osu.Game.Rulesets.UI
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mouseDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableButtons);
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}
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
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protected override bool Handle(UIEvent e)
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{
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if (mouseDisabled.Value && (args.Button == MouseButton.Left || args.Button == MouseButton.Right)) return false;
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return base.OnMouseDown(state, args);
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}
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protected override bool OnMouseUp(InputState state, MouseUpEventArgs args)
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{
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if (!CurrentState.Mouse.IsPressed(args.Button)) return false;
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return base.OnMouseUp(state, args);
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switch (e)
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{
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case MouseDownEvent mouseDown when mouseDown.Button == MouseButton.Left || mouseDown.Button == MouseButton.Right:
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if (mouseDisabled.Value)
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return false;
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break;
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case MouseUpEvent mouseUp:
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if (!CurrentState.Mouse.IsPressed(mouseUp.Button))
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return false;
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break;
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}
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return base.Handle(e);
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}
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#endregion
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@ -286,8 +271,13 @@ namespace osu.Game.Rulesets.UI
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}
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public class RulesetInputManagerInputState<T> : InputState
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where T : struct
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where T : struct
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{
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public ReplayState<T> LastReplayState;
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public RulesetInputManagerInputState(MouseState mouse = null, KeyboardState keyboard = null, JoystickState joystick = null)
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: base(mouse, keyboard, joystick)
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{
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}
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}
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}
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@ -1,7 +1,6 @@
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// Copyright (c) 2007-2018 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 osu.Framework.Allocation;
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using osu.Framework.Caching;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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@ -33,20 +32,16 @@ namespace osu.Game.Rulesets.UI.Scrolling
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private Cached initialStateCache = new Cached();
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public ScrollingHitObjectContainer()
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private readonly ISpeedChangeVisualiser speedChangeVisualiser;
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public ScrollingHitObjectContainer(SpeedChangeVisualisationMethod visualisationMethod)
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{
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RelativeSizeAxes = Axes.Both;
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TimeRange.ValueChanged += _ => initialStateCache.Invalidate();
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Direction.ValueChanged += _ => initialStateCache.Invalidate();
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}
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private ISpeedChangeVisualiser speedChangeVisualiser;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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switch (config.Get<SpeedChangeVisualisationMethod>(OsuSetting.SpeedChangeVisualisation))
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switch (visualisationMethod)
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{
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case SpeedChangeVisualisationMethod.Sequential:
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speedChangeVisualiser = new SequentialSpeedChangeVisualiser(ControlPoints);
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@ -54,6 +49,9 @@ namespace osu.Game.Rulesets.UI.Scrolling
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case SpeedChangeVisualisationMethod.Overlapping:
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speedChangeVisualiser = new OverlappingSpeedChangeVisualiser(ControlPoints);
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break;
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case SpeedChangeVisualisationMethod.Constant:
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speedChangeVisualiser = new ConstantSpeedChangeVisualiser();
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break;
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}
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}
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@ -5,6 +5,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Game.Configuration;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets.Objects.Drawables;
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@ -62,6 +63,8 @@ namespace osu.Game.Rulesets.UI.Scrolling
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/// </summary>
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protected readonly Bindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
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protected virtual SpeedChangeVisualisationMethod VisualisationMethod => SpeedChangeVisualisationMethod.Sequential;
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/// <summary>
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/// Creates a new <see cref="ScrollingPlayfield"/>.
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/// </summary>
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@ -104,7 +107,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
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protected sealed override HitObjectContainer CreateHitObjectContainer()
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{
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var container = new ScrollingHitObjectContainer();
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var container = new ScrollingHitObjectContainer(VisualisationMethod);
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container.Direction.BindTo(Direction);
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return container;
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}
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@ -0,0 +1,67 @@
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// Copyright (c) 2007-2018 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 osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using OpenTK;
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namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
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{
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public class ConstantSpeedChangeVisualiser : ISpeedChangeVisualiser
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{
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public void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double timeRange, Vector2 length)
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{
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foreach (var obj in hitObjects)
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{
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obj.LifetimeStart = obj.HitObject.StartTime - timeRange;
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if (obj.HitObject is IHasEndTime endTime)
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{
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var hitObjectLength = (endTime.EndTime - obj.HitObject.StartTime) / timeRange;
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switch (direction)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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obj.Height = (float)(hitObjectLength * length.Y);
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break;
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case ScrollingDirection.Left:
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case ScrollingDirection.Right:
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obj.Width = (float)(hitObjectLength * length.X);
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break;
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}
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}
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ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
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// Nested hitobjects don't need to scroll, but they do need accurate positions
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UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
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}
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}
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public void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
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{
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foreach (var obj in hitObjects)
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{
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var position = (obj.HitObject.StartTime - currentTime) / timeRange;
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switch (direction)
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{
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case ScrollingDirection.Up:
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obj.Y = (float)(position * length.Y);
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break;
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case ScrollingDirection.Down:
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obj.Y = (float)(-position * length.Y);
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break;
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case ScrollingDirection.Left:
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obj.X = (float)(position * length.X);
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break;
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case ScrollingDirection.Right:
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obj.X = (float)(-position * length.X);
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break;
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}
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}
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}
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}
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}
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