feat: write some tas oper
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@@ -23,32 +23,114 @@ namespace BallanceTasEditor.Backend {
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public uint KeyFlags;
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}
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/// <summary>
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/// 描述TAS文件中的可能的按键。
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/// </summary>
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public struct TasKey : IEquatable<TasKey> {
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private TasKey(int bitPos) {
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m_BitPos = bitPos;
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}
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private int m_BitPos;
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public static readonly TasKey KEY_UP = new TasKey(0);
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public static readonly TasKey KEY_DOWN = new TasKey(1);
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public static readonly TasKey KEY_LEFT = new TasKey(2);
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public static readonly TasKey KEY_RIGHT = new TasKey(3);
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public static readonly TasKey KEY_SHIFT = new TasKey(4);
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public static readonly TasKey KEY_SPACE = new TasKey(5);
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public static readonly TasKey KEY_Q = new TasKey(6);
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public static readonly TasKey KEY_ESC = new TasKey(7);
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public static readonly TasKey KEY_ENTER = new TasKey(8);
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public const int MIN_KEY_INDEX = 0;
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public const int MAX_KEY_INDEX = 8;
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public static TasKey FromIndex(int index) {
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if (index < MIN_KEY_INDEX || index > MAX_KEY_INDEX) {
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throw new ArgumentOutOfRangeException(nameof(index));
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} else {
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return new TasKey(index);
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}
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}
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public int ToIndex() {
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return m_BitPos;
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}
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public uint ToBitMaskKey() {
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return 1u << m_BitPos;
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}
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public bool Equals(TasKey other) {
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return m_BitPos == other.m_BitPos;
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}
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public override bool Equals(object? obj) {
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if (obj is TasKey other) {
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return Equals(other);
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} else {
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return false;
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}
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}
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public override int GetHashCode() {
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return m_BitPos.GetHashCode();
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}
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public static bool operator ==(TasKey left, TasKey right) {
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return left.Equals(right);
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}
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public static bool operator !=(TasKey left, TasKey right) {
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return !left.Equals(right);
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}
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public override string ToString() {
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return m_BitPos switch {
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0 => "KeyUp",
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1 => "KeyDown",
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2 => "KeyLeft",
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3 => "KeyRight",
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4 => "KeyShift",
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5 => "KeySpace",
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6 => "KeyQ",
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7 => "KeyEsc",
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8 => "KeyEnter",
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_ => $"KeyUnknown<Pos={m_BitPos}>"
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};
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}
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}
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/// <summary>
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/// 描述TAS文件中一帧的结构。
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/// </summary>
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public class TasFrame : IEquatable<TasFrame> {
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private TasFrame(float timeDelta, uint keyFlags) {
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m_TimeDelta = timeDelta;
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m_KeyFlags = keyFlags;
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}
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/// <summary>
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/// 以指定的FPS,无任何按键初始化当前帧。
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/// </summary>
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public TasFrame(uint fps = 60) {
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m_TimeDelta = FpsConverter.ToDelta(fps);
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m_KeyFlags = 0;
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public static TasFrame FromFps(uint fps = 60) {
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return new TasFrame(FpsConverter.ToDelta(fps), 0);
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}
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/// <summary>
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/// 从原始TAS数据初始化。
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/// </summary>
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/// <param name="raw">要用来初始化的原始数据。</param>
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public TasFrame(RawTasFrame raw) {
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m_TimeDelta = raw.TimeDelta;
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m_KeyFlags = raw.KeyFlags;
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public static TasFrame FromRaw(RawTasFrame raw) {
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return new TasFrame(raw.TimeDelta, raw.KeyFlags);
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}
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/// <summary>
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/// 将原始TAS数据覆写到自身
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/// </summary>
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/// <param name="raw">要写入的原始TAS数据</param>
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public void FromRaw(RawTasFrame raw) {
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public void FromRawImplace(RawTasFrame raw) {
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m_TimeDelta = raw.TimeDelta;
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m_KeyFlags = raw.KeyFlags;
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}
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@@ -65,7 +147,7 @@ namespace BallanceTasEditor.Backend {
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/// 原位转换为原始TAS数据。
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/// </summary>
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/// <param name="raw">以引用传递的原始TAS数据。</param>
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public void ToImplaceRaw(ref RawTasFrame raw) {
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public void ToRawImplace(ref RawTasFrame raw) {
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raw.TimeDelta = m_TimeDelta;
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raw.KeyFlags = m_KeyFlags;
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}
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@@ -101,7 +183,7 @@ namespace BallanceTasEditor.Backend {
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/// <param name="key">要检查的按键。</param>
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/// <returns>true表示被按下,否则为false。</returns>
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public bool IsKeyPressed(TasKey key) {
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return (m_KeyFlags & (1u << (int)key)) != 0;
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return (m_KeyFlags & key.ToBitMaskKey()) != 0;
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}
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/// <summary>
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@@ -110,8 +192,8 @@ namespace BallanceTasEditor.Backend {
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/// <param name="key">要设置的按键。</param>
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/// <param name="pressed">true表示设置为按下,否则为松开。</param>
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public void SetKeyPressed(TasKey key, bool pressed = true) {
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if (pressed) m_KeyFlags |= (1u << (int)key);
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else m_KeyFlags &= ~(1u << (int)key);
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if (pressed) m_KeyFlags |= key.ToBitMaskKey();
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else m_KeyFlags &= ~key.ToBitMaskKey();
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}
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/// <summary>
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@@ -119,45 +201,45 @@ namespace BallanceTasEditor.Backend {
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/// </summary>
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/// <param name="key">要反转的按键。</param>
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public void FlipKeyPressed(TasKey key) {
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m_KeyFlags ^= (1u << (int)key);
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m_KeyFlags ^= key.ToBitMaskKey();
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}
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/// <summary>
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/// 获取或设置Up键的按下状态。
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/// </summary>
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public bool KeyUpPressed { get { return IsKeyPressed(TasKey.KeyUp); } set { SetKeyPressed(TasKey.KeyUp, value); } }
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public bool KeyUpPressed { get { return IsKeyPressed(TasKey.KEY_UP); } set { SetKeyPressed(TasKey.KEY_UP, value); } }
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/// <summary>
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/// 获取或设置Down键的按下状态。
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/// </summary>
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public bool KeyDownPressed { get { return IsKeyPressed(TasKey.KeyDown); } set { SetKeyPressed(TasKey.KeyDown, value); } }
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public bool KeyDownPressed { get { return IsKeyPressed(TasKey.KEY_DOWN); } set { SetKeyPressed(TasKey.KEY_DOWN, value); } }
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/// <summary>
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/// 获取或设置Left键的按下状态。
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/// </summary>
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public bool KeyLeftPressed { get { return IsKeyPressed(TasKey.KeyLeft); } set { SetKeyPressed(TasKey.KeyLeft, value); } }
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public bool KeyLeftPressed { get { return IsKeyPressed(TasKey.KEY_LEFT); } set { SetKeyPressed(TasKey.KEY_LEFT, value); } }
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/// <summary>
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/// 获取或设置Right键的按下状态。
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/// </summary>
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public bool KeyRightPressed { get { return IsKeyPressed(TasKey.KeyRight); } set { SetKeyPressed(TasKey.KeyRight, value); } }
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public bool KeyRightPressed { get { return IsKeyPressed(TasKey.KEY_RIGHT); } set { SetKeyPressed(TasKey.KEY_RIGHT, value); } }
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/// <summary>
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/// 获取或设置Shift键的按下状态。
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/// </summary>
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public bool KeyShiftPressed { get { return IsKeyPressed(TasKey.KeyShift); } set { SetKeyPressed(TasKey.KeyShift, value); } }
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public bool KeyShiftPressed { get { return IsKeyPressed(TasKey.KEY_SHIFT); } set { SetKeyPressed(TasKey.KEY_SHIFT, value); } }
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/// <summary>
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/// 获取或设置Space键的按下状态。
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/// </summary>
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public bool KeySpacePressed { get { return IsKeyPressed(TasKey.KeySpace); } set { SetKeyPressed(TasKey.KeySpace, value); } }
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public bool KeySpacePressed { get { return IsKeyPressed(TasKey.KEY_SPACE); } set { SetKeyPressed(TasKey.KEY_SPACE, value); } }
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/// <summary>
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/// 获取或设置Q键的按下状态。
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/// </summary>
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public bool KeyQPressed { get { return IsKeyPressed(TasKey.KeyQ); } set { SetKeyPressed(TasKey.KeyQ, value); } }
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public bool KeyQPressed { get { return IsKeyPressed(TasKey.KEY_Q); } set { SetKeyPressed(TasKey.KEY_Q, value); } }
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/// <summary>
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/// 获取或设置Esc键的按下状态。
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/// </summary>
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public bool KeyEscPressed { get { return IsKeyPressed(TasKey.KeyEsc); } set { SetKeyPressed(TasKey.KeyEsc, value); } }
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public bool KeyEscPressed { get { return IsKeyPressed(TasKey.KEY_ESC); } set { SetKeyPressed(TasKey.KEY_ESC, value); } }
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/// <summary>
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/// 获取或设置回车键的按下状态。
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/// </summary>
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public bool KeyEnterPressed { get { return IsKeyPressed(TasKey.KeyEnter); } set { SetKeyPressed(TasKey.KeyEnter, value); } }
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public bool KeyEnterPressed { get { return IsKeyPressed(TasKey.KEY_ENTER); } set { SetKeyPressed(TasKey.KEY_ENTER, value); } }
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/// <summary>
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/// 清除所有按键,将所有按键设置为不按下。
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@@ -200,19 +282,4 @@ namespace BallanceTasEditor.Backend {
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}
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/// <summary>
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/// 描述TAS文件中的可能的按键。
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/// </summary>
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public enum TasKey : int {
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KeyUp = 0,
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KeyDown = 1,
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KeyLeft = 2,
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KeyRight = 3,
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KeyShift = 4,
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KeySpace = 5,
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KeyQ = 6,
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KeyEsc = 7,
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KeyEnter = 8,
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}
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}
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