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osu-lazer/osu.Game/Input/Handlers/ReplayInputHandler.cs
2018-07-21 16:21:53 +09:00

48 lines
1.7 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using osu.Framework.Input.Handlers;
using osu.Framework.Input.StateChanges;
using osu.Framework.Input.States;
using osu.Framework.Platform;
using OpenTK;
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)
{
handler.HandleCustomInput(state, this);
}
}
}
}