// 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 osu.Framework.Input.StateChanges; using osu.Framework.Utils; using osu.Game.Replays; using osu.Game.Rulesets.Replays; using osuTK; namespace osu.Game.Rulesets.Pippidon.Replays { public class PippidonFramedReplayInputHandler : FramedReplayInputHandler { public PippidonFramedReplayInputHandler(Replay replay) : base(replay) { } protected override bool IsImportant(PippidonReplayFrame frame) => true; protected Vector2 Position { get { var frame = CurrentFrame; if (frame == null) return Vector2.Zero; return NextFrame != null ? Interpolation.ValueAt(CurrentTime, frame.Position, NextFrame.Position, frame.Time, NextFrame.Time) : frame.Position; } } public override void CollectPendingInputs(List inputs) { inputs.Add(new MousePositionAbsoluteInput { Position = GamefieldToScreenSpace(Position) }); } } }