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osu-lazer/osu.Game.Rulesets.Osu/Replays/OsuFramedReplayInputHandler.cs

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// 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.
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using System.Collections.Generic;
using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Input.StateChanges;
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using osu.Framework.Utils;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Replays;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Replays
{
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public class OsuFramedReplayInputHandler : FramedReplayInputHandler<OsuReplayFrame>
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{
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public OsuFramedReplayInputHandler(Replay replay)
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: base(replay)
{
}
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protected override bool IsImportant(OsuReplayFrame frame) => frame.Actions.Any();
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protected Vector2? Position
{
get
{
var frame = CurrentFrame;
if (frame == null)
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return null;
Debug.Assert(CurrentTime != null);
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return NextFrame != null ? Interpolation.ValueAt(CurrentTime.Value, frame.Position, NextFrame.Position, frame.Time, NextFrame.Time) : frame.Position;
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}
}
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public override List<IInput> GetPendingInputs()
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{
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return new List<IInput>
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{
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new MousePositionAbsoluteInput
{
Position = GamefieldToScreenSpace(Position ?? Vector2.Zero)
},
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new ReplayState<OsuAction>
{
PressedActions = CurrentFrame?.Actions ?? new List<OsuAction>()
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}
};
}
}
}