using System.Diagnostics; using System.Linq; using AquaMai.Config.Attributes; using AquaMai.Config.Types; using AquaMai.Core; using AquaMai.Core.Attributes; using AquaMai.Core.Helpers; using AquaMai.Mods.Tweaks; using AquaMai.Mods.UX; using AquaMai.Mods.UX.PracticeMode; using HarmonyLib; using Main; using Manager; namespace AquaMai.Mods.GameSystem; [ConfigSection( en: """ When enabled, test button must be long pressed to enter game test mode. When test button is bound to other features, this option is enabled automatically. """, zh: """ 启用后,测试键必须长按才能进入游戏测试模式 当测试键被绑定到其它功能时,此选项自动开启 """)] [EnableImplicitlyIf(nameof(ShouldEnableImplicitly))] public class TestProof { public static bool ShouldEnableImplicitly { get { (System.Type section, KeyCodeOrName key)[] featureKeys = [ (typeof(OneKeyEntryEnd), OneKeyEntryEnd.key), (typeof(OneKeyRetrySkip), OneKeyRetrySkip.retryKey), (typeof(OneKeyRetrySkip), OneKeyRetrySkip.skipKey), (typeof(HideSelfMadeCharts), HideSelfMadeCharts.key), (typeof(PracticeMode), PracticeMode.key), (typeof(ResetTouch), ResetTouch.key), ]; var keyMapEnabled = ConfigLoader.Config.GetSectionState(typeof(KeyMap)).Enabled; return featureKeys.Any(it => // The feature is enabled and... ConfigLoader.Config.GetSectionState(it.section).Enabled && ( // and the key is test, or... it.key == KeyCodeOrName.Test || // or the key have been mapped to the same key as test. (keyMapEnabled && it.key.ToString() == KeyMap.Test.ToString()))); } } [ConfigEntry( en: "Change it to a value other than Test to enable long pressing of a specific key to enter the game test mode, so that the Test key can be fully used to implement custom functions", zh: "修改为 Test 以外的值来实现长按特定的键进入游戏测试模式,这样 Test 键就可以完全用来实现自定义功能了")] private static readonly KeyCodeOrName testKey = KeyCodeOrName.Test; [HarmonyPrefix] [HarmonyPatch(typeof(InputManager), "GetSystemInputDown")] public static bool GetSystemInputDown(ref bool __result, InputManager.SystemButtonSetting button, bool[] ___SystemButtonDown) { __result = ___SystemButtonDown[(int)button]; if (button != InputManager.SystemButtonSetting.ButtonTest) return false; var stackTrace = new StackTrace(); // get call stack var stackFrames = stackTrace.GetFrames(); // get method calls (frames) if (stackFrames.Any(it => it.GetMethod().Name == "DMD")) { __result = KeyListener.GetKeyDownOrLongPress(testKey, true); } return false; } [HarmonyPrefix] [HarmonyPatch(typeof(GameMain), "Update")] public static void Workaround() { } /* * 似乎是 0Harmony.dll 的 Bug,导致在 Maimoller 的 Mod Patch GameMain:Update 之后, * 原本 GameMain:Update 调用的 InputManager:GetSystemInputDown 变回了未 Patch 过的原始版本 * 我觉得这是玄学 Bug,应该用玄学方法来修 * 尝试性放了一个这个在这里,诶,好了! * 我觉得应该是有某种 Patch 顺序相关的问题 */ }