// 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; namespace osu.Game.Rulesets.Pippidon.Replays { public class PippidonFramedReplayInputHandler : FramedReplayInputHandler { public PippidonFramedReplayInputHandler(Replay replay) : base(replay) { } protected override bool IsImportant(PippidonReplayFrame frame) => true; public override void CollectPendingInputs(List inputs) { var position = Interpolation.ValueAt(CurrentTime, StartFrame.Position, EndFrame.Position, StartFrame.Time, EndFrame.Time); inputs.Add(new MousePositionAbsoluteInput { Position = GamefieldToScreenSpace(position) }); } } }