// 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.Utils; using osu.Game.Replays; using osu.Game.Rulesets.Replays; 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 override void CollectReplayInputs(List inputs) { var position = Interpolation.ValueAt(CurrentTime, StartFrame.Position, EndFrame.Position, StartFrame.Time, EndFrame.Time); inputs.Add(new MousePositionAbsoluteInput { Position = GamefieldToScreenSpace(position) }); inputs.Add(new ReplayState { PressedActions = CurrentFrame?.Actions ?? new List() }); } } }