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https://github.com/osukey/osukey.git
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Add custom actions for Catch
Reworks input management for rulesets
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34
osu.Game/Input/ActionMappingInputManager.cs
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34
osu.Game/Input/ActionMappingInputManager.cs
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@ -0,0 +1,34 @@
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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 System.Collections.Generic;
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using osu.Framework.Input;
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using OpenTK.Input;
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namespace osu.Game.Input
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{
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public class ActionMappingInputManager<T> : PassThroughInputManager
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where T : struct
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{
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protected IDictionary<Key, T> Mappings { get; set; }
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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mapKey(state, args.Key);
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return base.OnKeyDown(state, args);
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}
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protected override bool OnKeyUp(InputState state, KeyUpEventArgs args)
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{
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mapKey(state, args.Key);
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return base.OnKeyUp(state, args);
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}
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private void mapKey(InputState state, Key key)
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{
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T mappedData;
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if (Mappings.TryGetValue(key, out mappedData))
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state.Data = mappedData;
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}
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}
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}
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@ -14,6 +14,7 @@ using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Input;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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using OpenTK;
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@ -47,7 +48,7 @@ namespace osu.Game.Rulesets.UI
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/// <summary>
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/// The key conversion input manager for this HitRenderer.
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/// </summary>
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protected readonly KeyConversionInputManager KeyConversionInputManager;
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protected readonly PassThroughInputManager KeyConversionInputManager;
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/// <summary>
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/// Whether we are currently providing the local user a gameplay cursor.
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@ -87,7 +88,7 @@ namespace osu.Game.Rulesets.UI
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/// Creates a key conversion input manager.
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/// </summary>
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/// <returns>The input manager.</returns>
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protected virtual KeyConversionInputManager CreateKeyConversionInputManager() => new KeyConversionInputManager();
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protected virtual PassThroughInputManager CreateKeyConversionInputManager() => new PassThroughInputManager();
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protected virtual FramedReplayInputHandler CreateReplayInputHandler(Replay replay) => new FramedReplayInputHandler(replay);
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@ -1,16 +0,0 @@
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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 osu.Framework.Input;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// An InputManager primarily used to map keys to new functions.
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/// By default this does nothing; override TransformState to make alterations.
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/// </summary>
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public class KeyConversionInputManager : PassThroughInputManager
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{
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}
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}
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@ -118,6 +118,7 @@
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<Compile Include="Overlays\Profile\Sections\RecentSection.cs" />
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<Compile Include="Graphics\Containers\ConstrainedIconContainer.cs" />
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<Compile Include="Rulesets\Mods\IApplicableToDifficulty.cs" />
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<Compile Include="Input\ActionMappingInputManager.cs" />
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<Compile Include="Users\UserCoverBackground.cs" />
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<Compile Include="Overlays\UserProfileOverlay.cs" />
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<Compile Include="Overlays\Profile\ProfileHeader.cs" />
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@ -309,7 +310,6 @@
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<Compile Include="Screens\Multiplayer\MatchCreate.cs" />
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<Compile Include="Screens\Play\FailOverlay.cs" />
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<Compile Include="Screens\Play\MenuOverlay.cs" />
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<Compile Include="Screens\Play\KeyConversionInputManager.cs" />
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<Compile Include="Screens\Play\PlayerInputManager.cs" />
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<Compile Include="Screens\Play\PlayerLoader.cs" />
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<Compile Include="Screens\Play\ReplayPlayer.cs" />
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