osukey/osu.Game.Rulesets.Taiko/UI/DrumTouchInputArea.cs
2023-01-12 19:04:37 +00:00

335 lines
12 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Graphics;
using osu.Game.Rulesets.Taiko.Configuration;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Taiko.UI
{
/// <summary>
/// An overlay that captures and displays osu!taiko mouse and touch input.
/// </summary>
public partial class DrumTouchInputArea : VisibilityContainer
{
public TaikoTouchControlScheme? ForceControlScheme { get; set; }
// visibility state affects our child. we always want to handle input.
public override bool PropagatePositionalInputSubTree => true;
public override bool PropagateNonPositionalInputSubTree => true;
private KeyBindingContainer<TaikoAction> keyBindingContainer = null!;
private readonly Dictionary<object, TaikoAction> trackedActions = new Dictionary<object, TaikoAction>();
private Container mainContent = null!;
private DrumSegment leftCentre = null!;
private DrumSegment rightCentre = null!;
private DrumSegment leftRim = null!;
private DrumSegment rightRim = null!;
private readonly Bindable<TaikoTouchControlScheme> configTouchControlScheme = new Bindable<TaikoTouchControlScheme>();
[Resolved]
private OsuColour colours { get; set; } = null!;
private class DrumSegmentProperties
{
public TaikoAction TaikoAction { get; set; }
public Color4 Color { get; set; }
public DrumSegmentProperties(TaikoAction taikoAction, Color4 color)
{
TaikoAction = taikoAction;
Color = color;
}
}
private DrumSegmentProperties getDrumSegmentProperties(int drumSegment)
{
var taikoAction = getTaikoActionFromDrumSegment(drumSegment);
return new DrumSegmentProperties(taikoAction, getColourFromTaikoAction(taikoAction));
}
[BackgroundDependencyLoader]
private void load(TaikoInputManager taikoInputManager, TaikoRulesetConfigManager config)
{
Debug.Assert(taikoInputManager.KeyBindingContainer != null);
keyBindingContainer = taikoInputManager.KeyBindingContainer;
// Container should handle input everywhere.
RelativeSizeAxes = Axes.Both;
const float centre_region = 0.80f;
if (ForceControlScheme == null)
{
config.BindWith(TaikoRulesetSetting.TouchControlScheme, configTouchControlScheme);
configTouchControlScheme.ValueChanged += reloadTouchDrums;
}
else
configTouchControlScheme.Value = ForceControlScheme.Value;
Children = new Drawable[]
{
new Container
{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
RelativeSizeAxes = Axes.X,
Height = 350,
Y = 20,
Masking = true,
FillMode = FillMode.Fit,
Children = new Drawable[]
{
mainContent = new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
leftRim = new DrumSegment(getDrumSegmentProperties(0))
{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomRight,
X = -2,
},
leftCentre = new DrumSegment(getDrumSegmentProperties(1))
{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomRight,
X = -2,
Scale = new Vector2(centre_region),
},
rightRim = new DrumSegment(getDrumSegmentProperties(3))
{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomRight,
X = 2,
Rotation = 90,
},
rightCentre = new DrumSegment(getDrumSegmentProperties(2))
{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomRight,
X = 2,
Scale = new Vector2(centre_region),
Rotation = 90,
}
}
},
}
},
};
}
private readonly TaikoAction[,] mappedTaikoAction =
{
{
// KDDK
TaikoAction.LeftRim,
TaikoAction.LeftCentre,
TaikoAction.RightCentre,
TaikoAction.RightRim
},
{
// DDKK
TaikoAction.LeftCentre,
TaikoAction.RightCentre,
TaikoAction.LeftRim,
TaikoAction.RightRim
},
{
// KKDD
TaikoAction.LeftRim,
TaikoAction.RightRim,
TaikoAction.LeftCentre,
TaikoAction.RightCentre
}
};
private TaikoAction getTaikoActionFromDrumSegment(int drumSegment)
{
return mappedTaikoAction[(int)configTouchControlScheme.Value, drumSegment];
}
protected override bool OnKeyDown(KeyDownEvent e)
{
// Hide whenever the keyboard is used.
Hide();
return false;
}
protected override bool OnTouchDown(TouchDownEvent e)
{
handleDown(e.Touch.Source, e.ScreenSpaceTouchDownPosition);
return true;
}
protected override void OnTouchUp(TouchUpEvent e)
{
handleUp(e.Touch.Source);
base.OnTouchUp(e);
}
private void handleDown(object source, Vector2 position)
{
Show();
TaikoAction taikoAction = getTaikoActionFromPosition(position);
// Not too sure how this can happen, but let's avoid throwing.
if (trackedActions.ContainsKey(source))
return;
trackedActions.Add(source, taikoAction);
keyBindingContainer.TriggerPressed(taikoAction);
}
private void handleUp(object source)
{
keyBindingContainer.TriggerReleased(trackedActions[source]);
trackedActions.Remove(source);
}
private bool validMouse(MouseButtonEvent e) =>
leftRim.Contains(e.ScreenSpaceMouseDownPosition) || rightRim.Contains(e.ScreenSpaceMouseDownPosition);
private TaikoAction getTaikoActionFromPosition(Vector2 inputPosition)
{
bool centreHit = leftCentre.Contains(inputPosition) || rightCentre.Contains(inputPosition);
bool leftSide = ToLocalSpace(inputPosition).X < DrawWidth / 2;
int drumSegment;
if (leftSide)
drumSegment = centreHit ? 1 : 0;
else
drumSegment = centreHit ? 2 : 3;
return getTaikoActionFromDrumSegment(drumSegment);
}
protected override void PopIn()
{
mainContent.FadeIn(500, Easing.OutQuint);
}
protected override void PopOut()
{
mainContent.FadeOut(300);
}
private Color4 getColourFromTaikoAction(TaikoAction handledAction)
{
switch (handledAction)
{
case TaikoAction.LeftRim:
case TaikoAction.RightRim:
return colours.Blue;
case TaikoAction.LeftCentre:
case TaikoAction.RightCentre:
return colours.Red;
}
throw new ArgumentOutOfRangeException();
}
private partial class DrumSegment : CompositeDrawable, IKeyBindingHandler<TaikoAction>
{
private TaikoAction handledAction;
private readonly Circle overlay;
private readonly Circle circle;
public override bool Contains(Vector2 screenSpacePos) => circle.Contains(screenSpacePos);
public DrumSegment(DrumSegmentProperties properties)
{
handledAction = properties.TaikoAction;
RelativeSizeAxes = Axes.Both;
FillMode = FillMode.Fit;
var colour = properties.Color;
InternalChildren = new Drawable[]
{
new Container
{
Masking = true,
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
circle = new Circle
{
RelativeSizeAxes = Axes.Both,
Colour = colour.Multiply(1.4f).Darken(2.8f),
Alpha = 0.8f,
Scale = new Vector2(2),
},
overlay = new Circle
{
Alpha = 0,
RelativeSizeAxes = Axes.Both,
Blending = BlendingParameters.Additive,
Colour = colour,
Scale = new Vector2(2),
}
}
},
};
}
public bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
{
if (e.Action == handledAction)
overlay.FadeTo(1f, 80, Easing.OutQuint);
return false;
}
public void OnReleased(KeyBindingReleaseEvent<TaikoAction> e)
{
if (e.Action == handledAction)
overlay.FadeOut(1000, Easing.OutQuint);
}
public void SetProperties(DrumSegmentProperties properties)
{
handledAction = properties.TaikoAction;
var colour = properties.Color;
circle.Colour = colour.Multiply(1.4f).Darken(2.8f);
overlay.Colour = colour;
}
}
private void reloadTouchDrums(object _)
{
leftRim.SetProperties(getDrumSegmentProperties(0));
leftCentre.SetProperties(getDrumSegmentProperties(1));
rightRim.SetProperties(getDrumSegmentProperties(3));
rightCentre.SetProperties(getDrumSegmentProperties(2));
}
}
}