// 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.Linq; using osu.Framework.Input.StateChanges; using osu.Framework.MathUtils; 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 { if (!HasFrames) return null; return Interpolation.ValueAt(CurrentTime, CurrentFrame.Position, NextFrame.Position, CurrentFrame.Time, NextFrame.Time); } } public override List GetPendingInputs() { return new List { new MousePositionAbsoluteInput { Position = GamefieldToScreenSpace(Position ?? Vector2.Zero) }, new ReplayState { PressedActions = CurrentFrame.Actions } }; } } }