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

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2018-01-05 19:21:19 +08:00
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
2017-08-24 19:37:03 +08:00
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using osu.Framework.Input;
using osu.Framework.MathUtils;
using osu.Game.Rulesets.Replays;
using OpenTK;
namespace osu.Game.Rulesets.Osu.Replays
{
public class OsuReplayInputHandler : FramedReplayInputHandler<OsuReplayFrame>
{
public OsuReplayInputHandler(Replay replay)
: base(replay)
{
}
protected Vector2? Position
{
get
{
if (!HasFrames)
return null;
return Interpolation.ValueAt(CurrentTime, CurrentFrame.Position, NextFrame.Position, CurrentFrame.Time, NextFrame.Time);
}
}
public override List<InputState> GetPendingStates()
{
return new List<InputState>
{
new ReplayState<OsuAction>
{
Mouse = new ReplayMouseState(ToScreenSpace(Position ?? Vector2.Zero)),
PressedActions = CurrentFrame.Actions
}
};
}
}
}