Apply changes in line with framework input adjustments

This commit is contained in:
Dean Herbert
2017-12-06 23:03:31 +09:00
parent de6d1cc647
commit a78441bc5a
5 changed files with 28 additions and 10 deletions

View File

@ -5,6 +5,8 @@ using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Timing;
@ -16,11 +18,24 @@ using OpenTK.Input;
namespace osu.Game.Rulesets.UI
{
public abstract class RulesetInputManager<T> : DatabasedKeyBindingInputManager<T>, ICanAttachKeyCounter, IHasReplayHandler
public abstract class RulesetInputManager<T> : PassThroughInputManager, ICanAttachKeyCounter, IHasReplayHandler
where T : struct
{
protected RulesetInputManager(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique) : base(ruleset, variant, unique)
public class RulesetKeyBindingContainer : DatabasedKeyBindingInputManager<T>
{
public RulesetKeyBindingContainer(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
: base(ruleset, variant, unique)
{
}
}
protected readonly KeyBindingContainer<T> KeyBindingContainer;
protected override Container<Drawable> Content => KeyBindingContainer;
protected RulesetInputManager(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
{
InternalChild = KeyBindingContainer = new RulesetKeyBindingContainer(ruleset, variant, unique);
}
#region Action mapping (for replays)
@ -41,10 +56,10 @@ namespace osu.Game.Rulesets.UI
List<T> newActions = replayState.PressedActions;
foreach (var released in lastPressedActions.Except(newActions))
PropagateReleased(KeyBindingInputQueue, released);
KeyBindingContainer.TriggerReleased(released);
foreach (var pressed in newActions.Except(lastPressedActions))
PropagatePressed(KeyBindingInputQueue, pressed);
KeyBindingContainer.TriggerPressed(pressed);
lastPressedActions = newActions;
}
@ -203,7 +218,7 @@ namespace osu.Game.Rulesets.UI
Add(receptor);
keyCounter.SetReceptor(receptor);
keyCounter.AddRange(DefaultKeyBindings.Select(b => b.GetAction<T>()).Distinct().Select(b => new KeyCounterAction<T>(b)));
keyCounter.AddRange(KeyBindingContainer.DefaultKeyBindings.Select(b => b.GetAction<T>()).Distinct().Select(b => new KeyCounterAction<T>(b)));
}
public class ActionReceptor : KeyCounterCollection.Receptor, IKeyBindingHandler<T>