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osu-lazer/osu.Game/Screens/Play/PlayerInputManager.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Input;
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using osu.Framework.Timing;
using osu.Game.Input.Handlers;
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namespace osu.Game.Screens.Play
{
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public class PlayerInputManager : PassThroughInputManager
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{
private readonly ManualClock clock = new ManualClock();
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private IFrameBasedClock parentClock;
private ReplayInputHandler replayInputHandler;
public ReplayInputHandler ReplayInputHandler
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{
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get { return replayInputHandler; }
set
{
if (replayInputHandler != null) RemoveHandler(replayInputHandler);
replayInputHandler = value;
UseParentState = replayInputHandler == null;
if (replayInputHandler != null)
AddHandler(replayInputHandler);
}
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}
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protected override void LoadComplete()
{
base.LoadComplete();
parentClock = Clock;
Clock = new FramedClock(clock);
}
protected override void Update()
{
base.Update();
if (parentClock == null) return;
clock.Rate = parentClock.Rate;
clock.IsRunning = parentClock.IsRunning;
//if a replayHandler is not attached, we should just pass-through.
if (UseParentState || replayInputHandler == null)
{
clock.CurrentTime = parentClock.CurrentTime;
base.Update();
return;
}
while (true)
{
double? newTime = replayInputHandler.SetFrameFromTime(parentClock.CurrentTime);
if (newTime == null)
//we shouldn't execute for this time value
break;
if (clock.CurrentTime == parentClock.CurrentTime)
break;
clock.CurrentTime = newTime.Value;
base.Update();
}
}
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}
}