// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using System.Diagnostics; using System.Linq; using osu.Framework.Input.StateChanges; using osu.Framework.Utils; using osu.Game.Replays; using osu.Game.Rulesets.Replays; using osuTK; namespace osu.Game.Rulesets.Osu.Replays { public class OsuFramedReplayInputHandler : FramedReplayInputHandler { public OsuFramedReplayInputHandler(Replay replay) : base(replay) { } protected override bool IsImportant(OsuReplayFrame frame) => frame.Actions.Any(); protected Vector2? Position { get { var frame = CurrentFrame; if (frame == null) return null; Debug.Assert(CurrentTime != null); return NextFrame != null ? Interpolation.ValueAt(CurrentTime.Value, frame.Position, NextFrame.Position, frame.Time, NextFrame.Time) : frame.Position; } } public override void CollectPendingInputs(List inputs) { inputs.Add(new MousePositionAbsoluteInput { Position = GamefieldToScreenSpace(Position ?? Vector2.Zero) }); inputs.Add(new ReplayState { PressedActions = CurrentFrame?.Actions ?? new List() }); } } }