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

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2018-04-13 17:19:50 +08:00
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using System.Linq;
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using osu.Framework.Input.StateChanges;
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using osu.Framework.MathUtils;
using osu.Game.Rulesets.Replays;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Replays
{
public class OsuReplayInputHandler : FramedReplayInputHandler<OsuReplayFrame>
{
public OsuReplayInputHandler(Replay replay)
: base(replay)
{
}
protected override bool IsImportant(OsuReplayFrame frame) => frame.Actions.Any();
protected Vector2? Position
{
get
{
if (!HasFrames)
return null;
return Interpolation.ValueAt(CurrentTime, CurrentFrame.Position, NextFrame.Position, CurrentFrame.Time, NextFrame.Time);
}
}
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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
}
};
}
}
}