mirror of
https://github.com/ppy/osu.git
synced 2024-12-16 18:32:54 +08:00
73 lines
2.8 KiB
C#
73 lines
2.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
|
// See the LICENCE file in the repository root for full licence text.
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using osu.Framework.Input.Handlers;
|
|
using osu.Framework.Input.StateChanges;
|
|
using osu.Framework.Input.StateChanges.Events;
|
|
using osu.Framework.Input.States;
|
|
using osu.Framework.Platform;
|
|
using osu.Game.Rulesets.UI;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Input.Handlers
|
|
{
|
|
public abstract class ReplayInputHandler : InputHandler
|
|
{
|
|
/// <summary>
|
|
/// A function that converts coordinates from gamefield to screen space.
|
|
/// </summary>
|
|
public Func<Vector2, Vector2> GamefieldToScreenSpace { protected get; set; }
|
|
|
|
/// <summary>
|
|
/// Update the current frame based on an incoming time value.
|
|
/// There are cases where we return a "must-use" time value that is different from the input.
|
|
/// This is to ensure accurate playback of replay data.
|
|
/// </summary>
|
|
/// <param name="time">The time which we should use for finding the current frame.</param>
|
|
/// <returns>The usable time value. If null, we should not advance time as we do not have enough data.</returns>
|
|
public abstract double? SetFrameFromTime(double time);
|
|
|
|
public override bool Initialize(GameHost host) => true;
|
|
|
|
public override bool IsActive => true;
|
|
|
|
public override int Priority => 0;
|
|
|
|
public class ReplayState<T> : IInput
|
|
where T : struct
|
|
{
|
|
public List<T> PressedActions;
|
|
|
|
public void Apply(InputState state, IInputStateChangeHandler handler)
|
|
{
|
|
if (!(state is RulesetInputManagerInputState<T> inputState))
|
|
throw new InvalidOperationException($"{nameof(ReplayState<T>)} should only be applied to a {nameof(RulesetInputManagerInputState<T>)}");
|
|
|
|
var lastPressed = inputState.LastReplayState?.PressedActions ?? new List<T>();
|
|
var released = lastPressed.Except(PressedActions).ToArray();
|
|
var pressed = PressedActions.Except(lastPressed).ToArray();
|
|
|
|
inputState.LastReplayState = this;
|
|
|
|
handler.HandleInputStateChange(new ReplayStateChangeEvent<T>(state, this, released, pressed));
|
|
}
|
|
}
|
|
|
|
public class ReplayStateChangeEvent<T> : InputStateChangeEvent
|
|
{
|
|
public readonly T[] ReleasedActions;
|
|
public readonly T[] PressedActions;
|
|
|
|
public ReplayStateChangeEvent(InputState state, IInput input, T[] releasedActions, T[] pressedActions)
|
|
: base(state, input)
|
|
{
|
|
ReleasedActions = releasedActions;
|
|
PressedActions = pressedActions;
|
|
}
|
|
}
|
|
}
|
|
}
|