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Merge pull request #1182 from peppy/replay-updates
Fix replays not working with new action system
This commit is contained in:
commit
fd72093454
@ -1 +1 @@
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Subproject commit 1ba1e8ef1e5ec0466632be02492023a081cb85ab
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Subproject commit da5fbf8c580b079671298f6da54be10a00bf434c
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35
osu.Game.Rulesets.Osu/Replays/OsuReplayInputHandler.cs
Normal file
35
osu.Game.Rulesets.Osu/Replays/OsuReplayInputHandler.cs
Normal file
@ -0,0 +1,35 @@
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// Copyright (c) 2007-2017 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.Collections.Generic;
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using osu.Framework.Input;
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using osu.Game.Rulesets.Replays;
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using OpenTK;
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namespace osu.Game.Rulesets.Osu.Replays
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{
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public class OsuReplayInputHandler : FramedReplayInputHandler
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{
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public OsuReplayInputHandler(Replay replay)
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: base(replay)
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{
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}
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public override List<InputState> GetPendingStates()
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{
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List<OsuAction> actions = new List<OsuAction>();
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if (CurrentFrame?.MouseLeft ?? false) actions.Add(OsuAction.LeftButton);
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if (CurrentFrame?.MouseRight ?? false) actions.Add(OsuAction.RightButton);
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return new List<InputState>
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{
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new ReplayState<OsuAction>
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{
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Mouse = new ReplayMouseState(ToScreenSpace(Position ?? Vector2.Zero)),
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PressedActions = actions
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}
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};
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}
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}
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}
|
@ -10,9 +10,11 @@ using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Replays;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.Replays;
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namespace osu.Game.Rulesets.Osu.UI
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{
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@ -49,6 +51,8 @@ namespace osu.Game.Rulesets.Osu.UI
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return null;
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}
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protected override FramedReplayInputHandler CreateReplayInputHandler(Replay replay) => new OsuReplayInputHandler(replay);
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protected override Vector2 GetPlayfieldAspectAdjust() => new Vector2(0.75f);
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}
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}
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|
@ -78,6 +78,7 @@
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<Compile Include="OsuDifficulty\Skills\Speed.cs" />
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<Compile Include="OsuDifficulty\Utils\History.cs" />
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<Compile Include="OsuInputManager.cs" />
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<Compile Include="Replays\OsuReplayInputHandler.cs" />
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<Compile Include="UI\Cursor\CursorTrail.cs" />
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<Compile Include="UI\Cursor\GameplayCursor.cs" />
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<Compile Include="UI\OsuSettings.cs" />
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|
@ -4,7 +4,6 @@
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using osu.Game.Rulesets.Replays;
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using System.Collections.Generic;
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using osu.Framework.Input;
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using OpenTK.Input;
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namespace osu.Game.Rulesets.Taiko.Replays
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{
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@ -17,21 +16,18 @@ namespace osu.Game.Rulesets.Taiko.Replays
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public override List<InputState> GetPendingStates()
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{
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var keys = new List<Key>();
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var actions = new List<TaikoAction>();
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if (CurrentFrame?.MouseRight1 == true)
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keys.Add(Key.F);
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actions.Add(TaikoAction.LeftCentre);
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if (CurrentFrame?.MouseRight2 == true)
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keys.Add(Key.J);
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actions.Add(TaikoAction.RightCentre);
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if (CurrentFrame?.MouseLeft1 == true)
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keys.Add(Key.D);
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actions.Add(TaikoAction.LeftRim);
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if (CurrentFrame?.MouseLeft2 == true)
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keys.Add(Key.K);
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actions.Add(TaikoAction.RightRim);
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return new List<InputState>
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{
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new InputState { Keyboard = new ReplayKeyboardState(keys) }
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};
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return new List<InputState> { new ReplayState<TaikoAction> { PressedActions = actions } };
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}
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}
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}
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|
@ -2,6 +2,8 @@
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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.Framework.Input.Handlers;
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using osu.Framework.Platform;
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using OpenTK;
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@ -29,5 +31,18 @@ namespace osu.Game.Input.Handlers
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public override bool IsActive => true;
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public override int Priority => 0;
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public class ReplayState<T> : InputState
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where T : struct
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{
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public List<T> PressedActions;
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public override InputState Clone()
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{
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var clone = (ReplayState<T>)base.Clone();
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clone.PressedActions = new List<T>(PressedActions);
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return clone;
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}
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}
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}
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}
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@ -3,7 +3,6 @@
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using System;
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using System.Collections.Generic;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Input;
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using osu.Framework.MathUtils;
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using osu.Game.Input.Handlers;
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@ -18,7 +17,7 @@ namespace osu.Game.Rulesets.Replays
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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 class FramedReplayInputHandler : ReplayInputHandler
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public abstract class FramedReplayInputHandler : ReplayInputHandler
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{
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private readonly Replay replay;
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@ -31,7 +30,7 @@ namespace osu.Game.Rulesets.Replays
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private int nextFrameIndex => MathHelper.Clamp(currentFrameIndex + (currentDirection > 0 ? 1 : -1), 0, Frames.Count - 1);
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public FramedReplayInputHandler(Replay replay)
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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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@ -51,7 +50,7 @@ namespace osu.Game.Rulesets.Replays
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{
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}
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private Vector2? position
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protected Vector2? Position
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{
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get
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{
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@ -62,23 +61,7 @@ namespace osu.Game.Rulesets.Replays
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}
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}
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public override List<InputState> GetPendingStates()
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{
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var buttons = new HashSet<MouseButton>();
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if (CurrentFrame?.MouseLeft ?? false)
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buttons.Add(MouseButton.Left);
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if (CurrentFrame?.MouseRight ?? false)
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buttons.Add(MouseButton.Right);
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return new List<InputState>
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{
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new InputState
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{
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Mouse = new ReplayMouseState(ToScreenSpace(position ?? Vector2.Zero), buttons),
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Keyboard = new ReplayKeyboardState(new List<Key>())
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}
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};
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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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@ -133,10 +116,9 @@ namespace osu.Game.Rulesets.Replays
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protected class ReplayMouseState : MouseState
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{
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public ReplayMouseState(Vector2 position, IEnumerable<MouseButton> list)
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public ReplayMouseState(Vector2 position)
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{
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Position = position;
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list.ForEach(b => SetPressed(b, true));
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}
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}
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|
@ -9,7 +9,6 @@ using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Screens.Play;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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@ -43,7 +42,7 @@ namespace osu.Game.Rulesets.UI
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/// <summary>
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/// The input manager for this RulesetContainer.
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/// </summary>
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internal readonly PlayerInputManager InputManager = new PlayerInputManager();
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internal IHasReplayHandler ReplayInputManager => KeyBindingInputManager as IHasReplayHandler;
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/// <summary>
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/// The key conversion input manager for this RulesetContainer.
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@ -58,7 +57,7 @@ namespace osu.Game.Rulesets.UI
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/// <summary>
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/// Whether we have a replay loaded currently.
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/// </summary>
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public bool HasReplayLoaded => InputManager.ReplayInputHandler != null;
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public bool HasReplayLoaded => ReplayInputManager?.ReplayInputHandler != null;
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public abstract IEnumerable<HitObject> Objects { get; }
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@ -76,11 +75,7 @@ namespace osu.Game.Rulesets.UI
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internal RulesetContainer(Ruleset ruleset)
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{
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Ruleset = ruleset;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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KeyBindingInputManager = CreateInputManager();
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KeyBindingInputManager.RelativeSizeAxes = Axes.Both;
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}
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@ -102,7 +97,7 @@ namespace osu.Game.Rulesets.UI
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/// <returns>The input manager.</returns>
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public abstract PassThroughInputManager CreateInputManager();
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protected virtual FramedReplayInputHandler CreateReplayInputHandler(Replay replay) => new FramedReplayInputHandler(replay);
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protected virtual FramedReplayInputHandler CreateReplayInputHandler(Replay replay) => null;
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public Replay Replay { get; private set; }
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@ -112,8 +107,11 @@ namespace osu.Game.Rulesets.UI
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/// <param name="replay">The replay, null for local input.</param>
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public virtual void SetReplay(Replay replay)
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{
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if (ReplayInputManager == null)
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throw new InvalidOperationException($"A {nameof(KeyBindingInputManager)} which supports replay loading is not available");
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Replay = replay;
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InputManager.ReplayInputHandler = replay != null ? CreateReplayInputHandler(replay) : null;
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ReplayInputManager.ReplayInputHandler = replay != null ? CreateReplayInputHandler(replay) : null;
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}
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}
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@ -267,13 +265,12 @@ namespace osu.Game.Rulesets.UI
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[BackgroundDependencyLoader]
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private void load()
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{
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InputManager.Add(content = new Container
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KeyBindingInputManager.Add(content = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new[] { KeyBindingInputManager }
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});
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AddInternal(InputManager);
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AddInternal(KeyBindingInputManager);
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KeyBindingInputManager.Add(Playfield = CreatePlayfield());
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loadObjects();
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@ -283,8 +280,8 @@ namespace osu.Game.Rulesets.UI
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{
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base.SetReplay(replay);
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if (InputManager?.ReplayInputHandler != null)
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InputManager.ReplayInputHandler.ToScreenSpace = Playfield.ScaledContent.ToScreenSpace;
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if (ReplayInputManager?.ReplayInputHandler != null)
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ReplayInputManager.ReplayInputHandler.ToScreenSpace = input => Playfield.ScaledContent.ToScreenSpace(input);
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}
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/// <summary>
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|
@ -1,20 +1,194 @@
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// Copyright (c) 2007-2017 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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|
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Timing;
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using osu.Game.Configuration;
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using osu.Game.Input.Bindings;
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using osu.Game.Input.Handlers;
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using osu.Game.Screens.Play;
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using OpenTK.Input;
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namespace osu.Game.Rulesets.UI
|
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{
|
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public abstract class RulesetInputManager<T> : DatabasedKeyBindingInputManager<T>, ICanAttachKeyCounter
|
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public abstract class RulesetInputManager<T> : DatabasedKeyBindingInputManager<T>, ICanAttachKeyCounter, IHasReplayHandler
|
||||
where T : struct
|
||||
{
|
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protected RulesetInputManager(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique) : base(ruleset, variant, unique)
|
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{
|
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}
|
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|
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#region Action mapping (for replays)
|
||||
|
||||
private List<T> lastPressedActions = new List<T>();
|
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|
||||
protected override void HandleNewState(InputState state)
|
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{
|
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base.HandleNewState(state);
|
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|
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var replayState = state as ReplayInputHandler.ReplayState<T>;
|
||||
|
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if (replayState == null) return;
|
||||
|
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// Here we handle states specifically coming from a replay source.
|
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// These have extra action information rather than keyboard keys or mouse buttons.
|
||||
|
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List<T> newActions = replayState.PressedActions;
|
||||
|
||||
foreach (var released in lastPressedActions.Except(newActions))
|
||||
PropagateReleased(KeyBindingInputQueue, released);
|
||||
|
||||
foreach (var pressed in newActions.Except(lastPressedActions))
|
||||
PropagatePressed(KeyBindingInputQueue, pressed);
|
||||
|
||||
lastPressedActions = newActions;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region IHasReplayHandler
|
||||
|
||||
private ReplayInputHandler replayInputHandler;
|
||||
public ReplayInputHandler ReplayInputHandler
|
||||
{
|
||||
get
|
||||
{
|
||||
return replayInputHandler;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (replayInputHandler != null) RemoveHandler(replayInputHandler);
|
||||
|
||||
replayInputHandler = value;
|
||||
UseParentState = replayInputHandler == null;
|
||||
|
||||
if (replayInputHandler != null)
|
||||
AddHandler(replayInputHandler);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Clock control
|
||||
|
||||
private ManualClock clock;
|
||||
private IFrameBasedClock parentClock;
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
//our clock will now be our parent's clock, but we want to replace this to allow manual control.
|
||||
parentClock = Clock;
|
||||
|
||||
Clock = new FramedClock(clock = new ManualClock
|
||||
{
|
||||
CurrentTime = parentClock.CurrentTime,
|
||||
Rate = parentClock.Rate,
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Whether we are running up-to-date with our parent clock.
|
||||
/// If not, we will need to keep processing children until we catch up.
|
||||
/// </summary>
|
||||
private bool requireMoreUpdateLoops;
|
||||
|
||||
/// <summary>
|
||||
/// Whether we are in a valid state (ie. should we keep processing children frames).
|
||||
/// This should be set to false when the replay is, for instance, waiting for future frames to arrive.
|
||||
/// </summary>
|
||||
private bool validState;
|
||||
|
||||
protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && validState;
|
||||
|
||||
private bool isAttached => replayInputHandler != null && !UseParentState;
|
||||
|
||||
private const int max_catch_up_updates_per_frame = 50;
|
||||
|
||||
public override bool UpdateSubTree()
|
||||
{
|
||||
requireMoreUpdateLoops = true;
|
||||
validState = true;
|
||||
|
||||
int loops = 0;
|
||||
|
||||
while (validState && requireMoreUpdateLoops && loops++ < max_catch_up_updates_per_frame)
|
||||
if (!base.UpdateSubTree())
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
if (parentClock == null) return;
|
||||
|
||||
clock.Rate = parentClock.Rate;
|
||||
clock.IsRunning = parentClock.IsRunning;
|
||||
|
||||
if (!isAttached)
|
||||
{
|
||||
clock.CurrentTime = parentClock.CurrentTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
double? newTime = replayInputHandler.SetFrameFromTime(parentClock.CurrentTime);
|
||||
|
||||
if (newTime == null)
|
||||
{
|
||||
// we shouldn't execute for this time value. probably waiting on more replay data.
|
||||
validState = false;
|
||||
return;
|
||||
}
|
||||
|
||||
clock.CurrentTime = newTime.Value;
|
||||
}
|
||||
|
||||
requireMoreUpdateLoops = clock.CurrentTime != parentClock.CurrentTime;
|
||||
base.Update();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Setting application (disables etc.)
|
||||
|
||||
private Bindable<bool> mouseDisabled;
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuConfigManager config)
|
||||
{
|
||||
mouseDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableButtons);
|
||||
}
|
||||
|
||||
protected override void TransformState(InputState state)
|
||||
{
|
||||
base.TransformState(state);
|
||||
|
||||
// we don't want to transform the state if a replay is present (for now, at least).
|
||||
if (replayInputHandler != null) return;
|
||||
|
||||
var mouse = state.Mouse as Framework.Input.MouseState;
|
||||
|
||||
if (mouse != null)
|
||||
{
|
||||
if (mouseDisabled.Value)
|
||||
{
|
||||
mouse.SetPressed(MouseButton.Left, false);
|
||||
mouse.SetPressed(MouseButton.Right, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Key Counter Attachment
|
||||
|
||||
public void Attach(KeyCounterCollection keyCounter)
|
||||
{
|
||||
var receptor = new ActionReceptor(keyCounter);
|
||||
@ -35,10 +209,24 @@ namespace osu.Game.Rulesets.UI
|
||||
|
||||
public bool OnReleased(T action) => Target.Children.OfType<KeyCounterAction<T>>().Any(c => c.OnReleased(action));
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Expose the <see cref="ReplayInputHandler"/> in a capable <see cref="InputManager"/>.
|
||||
/// </summary>
|
||||
public interface IHasReplayHandler
|
||||
{
|
||||
ReplayInputHandler ReplayInputHandler { get; set; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Supports attaching a <see cref="KeyCounterCollection"/>.
|
||||
/// Keys will be populated automatically and a receptor will be injected inside.
|
||||
/// </summary>
|
||||
public interface ICanAttachKeyCounter
|
||||
{
|
||||
void Attach(KeyCounterCollection keyCounter);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,140 +0,0 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using OpenTK.Input;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Configuration;
|
||||
using osu.Framework.Input;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.Input.Handlers;
|
||||
|
||||
namespace osu.Game.Screens.Play
|
||||
{
|
||||
public class PlayerInputManager : PassThroughInputManager
|
||||
{
|
||||
private ManualClock clock;
|
||||
private IFrameBasedClock parentClock;
|
||||
|
||||
private ReplayInputHandler replayInputHandler;
|
||||
public ReplayInputHandler ReplayInputHandler
|
||||
{
|
||||
get
|
||||
{
|
||||
return replayInputHandler;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (replayInputHandler != null) RemoveHandler(replayInputHandler);
|
||||
|
||||
replayInputHandler = value;
|
||||
UseParentState = replayInputHandler == null;
|
||||
|
||||
if (replayInputHandler != null)
|
||||
AddHandler(replayInputHandler);
|
||||
}
|
||||
}
|
||||
|
||||
private Bindable<bool> mouseDisabled;
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuConfigManager config)
|
||||
{
|
||||
mouseDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableButtons);
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
//our clock will now be our parent's clock, but we want to replace this to allow manual control.
|
||||
parentClock = Clock;
|
||||
|
||||
Clock = new FramedClock(clock = new ManualClock
|
||||
{
|
||||
CurrentTime = parentClock.CurrentTime,
|
||||
Rate = parentClock.Rate,
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Whether we running up-to-date with our parent clock.
|
||||
/// If not, we will need to keep processing children until we catch up.
|
||||
/// </summary>
|
||||
private bool requireMoreUpdateLoops;
|
||||
|
||||
/// <summary>
|
||||
/// Whether we in a valid state (ie. should we keep processing children frames).
|
||||
/// This should be set to false when the replay is, for instance, waiting for future frames to arrive.
|
||||
/// </summary>
|
||||
private bool validState;
|
||||
|
||||
protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && validState;
|
||||
|
||||
private bool isAttached => replayInputHandler != null && !UseParentState;
|
||||
|
||||
private const int max_catch_up_updates_per_frame = 50;
|
||||
|
||||
public override bool UpdateSubTree()
|
||||
{
|
||||
requireMoreUpdateLoops = true;
|
||||
validState = true;
|
||||
|
||||
int loops = 0;
|
||||
|
||||
while (validState && requireMoreUpdateLoops && loops++ < max_catch_up_updates_per_frame)
|
||||
if (!base.UpdateSubTree())
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
if (parentClock == null) return;
|
||||
|
||||
clock.Rate = parentClock.Rate;
|
||||
clock.IsRunning = parentClock.IsRunning;
|
||||
|
||||
if (!isAttached)
|
||||
{
|
||||
clock.CurrentTime = parentClock.CurrentTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
double? newTime = replayInputHandler.SetFrameFromTime(parentClock.CurrentTime);
|
||||
|
||||
if (newTime == null)
|
||||
{
|
||||
// we shouldn't execute for this time value. probably waiting on more replay data.
|
||||
validState = false;
|
||||
return;
|
||||
}
|
||||
|
||||
clock.CurrentTime = newTime.Value;
|
||||
}
|
||||
|
||||
requireMoreUpdateLoops = clock.CurrentTime != parentClock.CurrentTime;
|
||||
base.Update();
|
||||
}
|
||||
|
||||
protected override void TransformState(InputState state)
|
||||
{
|
||||
base.TransformState(state);
|
||||
|
||||
// we don't want to transform the state if a replay is present (for now, at least).
|
||||
if (replayInputHandler != null) return;
|
||||
|
||||
var mouse = state.Mouse as Framework.Input.MouseState;
|
||||
|
||||
if (mouse != null)
|
||||
{
|
||||
if (mouseDisabled.Value)
|
||||
{
|
||||
mouse.SetPressed(MouseButton.Left, false);
|
||||
mouse.SetPressed(MouseButton.Right, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -321,7 +321,6 @@
|
||||
<Compile Include="Screens\Multiplayer\MatchCreate.cs" />
|
||||
<Compile Include="Screens\Play\FailOverlay.cs" />
|
||||
<Compile Include="Screens\Play\MenuOverlay.cs" />
|
||||
<Compile Include="Screens\Play\PlayerInputManager.cs" />
|
||||
<Compile Include="Screens\Play\PlayerLoader.cs" />
|
||||
<Compile Include="Screens\Play\ReplayPlayer.cs" />
|
||||
<Compile Include="Screens\Play\SkipButton.cs" />
|
||||
|
Loading…
Reference in New Issue
Block a user