2018-04-13 17:19:50 +08:00
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using osu.Framework.Input;
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using osu.Game.Input.Handlers;
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using OpenTK;
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using OpenTK.Input;
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using KeyboardState = osu.Framework.Input.KeyboardState;
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using MouseState = osu.Framework.Input.MouseState;
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namespace osu.Game.Rulesets.Replays
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{
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/// <summary>
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/// The ReplayHandler will take a replay and handle the propagation of updates to the input stack.
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/// It handles logic of any frames which *must* be executed.
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/// </summary>
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public abstract class FramedReplayInputHandler<TFrame> : ReplayInputHandler
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where TFrame : ReplayFrame
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{
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private readonly Replay replay;
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protected List<ReplayFrame> Frames => replay.Frames;
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public TFrame CurrentFrame => !HasFrames ? null : (TFrame)Frames[currentFrameIndex];
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public TFrame NextFrame => !HasFrames ? null : (TFrame)Frames[nextFrameIndex];
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private int currentFrameIndex;
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private int nextFrameIndex => MathHelper.Clamp(currentFrameIndex + (currentDirection > 0 ? 1 : -1), 0, Frames.Count - 1);
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protected FramedReplayInputHandler(Replay replay)
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{
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this.replay = replay;
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}
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private bool advanceFrame()
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{
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int newFrame = nextFrameIndex;
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//ensure we aren't at an extent.
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if (newFrame == currentFrameIndex) return false;
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currentFrameIndex = newFrame;
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return true;
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}
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public override List<InputState> GetPendingStates() => new List<InputState>();
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public bool AtLastFrame => currentFrameIndex == Frames.Count - 1;
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public bool AtFirstFrame => currentFrameIndex == 0;
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private const double sixty_frame_time = 1000.0 / 60;
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protected double CurrentTime { get; private set; }
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private int currentDirection;
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/// <summary>
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/// When set, we will ensure frames executed by nested drawables are frame-accurate to replay data.
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/// Disabling this can make replay playback smoother (useful for autoplay, currently).
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/// </summary>
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public bool FrameAccuratePlayback = true;
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protected bool HasFrames => Frames.Count > 0;
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private bool inImportantSection =>
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HasFrames && FrameAccuratePlayback &&
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//a button is in a pressed state
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IsImportant(currentDirection > 0 ? CurrentFrame : NextFrame) &&
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//the next frame is within an allowable time span
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Math.Abs(CurrentTime - NextFrame?.Time ?? 0) <= sixty_frame_time * 1.2;
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protected virtual bool IsImportant(TFrame frame) => false;
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/// <summary>
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/// Update the current frame based on an incoming time value.
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/// There are cases where we return a "must-use" time value that is different from the input.
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/// This is to ensure accurate playback of replay data.
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/// </summary>
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/// <param name="time">The time which we should use for finding the current frame.</param>
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/// <returns>The usable time value. If null, we should not advance time as we do not have enough data.</returns>
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public override double? SetFrameFromTime(double time)
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{
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currentDirection = time.CompareTo(CurrentTime);
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if (currentDirection == 0) currentDirection = 1;
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if (HasFrames)
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{
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// check if the next frame is in the "future" for the current playback direction
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if (currentDirection != time.CompareTo(NextFrame.Time))
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{
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// if we didn't change frames, we need to ensure we are allowed to run frames in between, else return null.
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if (inImportantSection)
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return null;
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}
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else if (advanceFrame())
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{
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// If going backwards, we need to execute once _before_ the frame time to reverse any judgements
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// that would occur as a result of this frame in forward playback
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if (currentDirection == -1)
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return CurrentTime = CurrentFrame.Time - 1;
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return CurrentTime = CurrentFrame.Time;
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}
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}
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return CurrentTime = time;
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}
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protected class ReplayMouseState : MouseState
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{
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public ReplayMouseState(Vector2 position)
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{
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Position = position;
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}
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}
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protected class ReplayKeyboardState : KeyboardState
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{
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public ReplayKeyboardState(List<Key> keys)
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{
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Keys = keys;
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}
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}
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}
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}
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