Move validKeys to DrawableTaikoHitObject. Cleanup + reword comments.

This commit is contained in:
smoogipooo
2017-03-25 23:43:41 +09:00
parent f150c0828c
commit 989a6ab02b
3 changed files with 45 additions and 36 deletions

View File

@ -1,15 +1,24 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK.Input;
using osu.Framework.Graphics;
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Taiko.Judgements;
using osu.Game.Modes.Taiko.Objects.Drawable.Pieces;
using System.Collections.Generic;
using osu.Framework.Input;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public abstract class DrawableTaikoHitObject : DrawableHitObject<TaikoHitObject, TaikoJudgement>
{
/// <summary>
/// A list of keys which this hit object will accept. These are the standard Taiko keys for now.
/// These should be moved to bindings later.
/// </summary>
private readonly List<Key> validKeys = new List<Key>(new[] { Key.D, Key.F, Key.J, Key.K });
protected DrawableTaikoHitObject(TaikoHitObject hitObject)
: base(hitObject)
{
@ -49,6 +58,22 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
UpdateScrollPosition(Time.Current);
}
protected virtual bool HandleKeyPress(Key key) { return false; }
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
// Make sure we don't handle held-down keys
if (args.Repeat)
return false;
// Check if we've pressed a valid taiko key
if (!validKeys.Contains(args.Key))
return false;
// Handle it!
return HandleKeyPress(args.Key);
}
protected abstract CirclePiece CreateCircle();
}
}