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49 lines
1.4 KiB
C#
49 lines
1.4 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Input.StateChanges;
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using osu.Framework.MathUtils;
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using osu.Game.Rulesets.Replays;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Replays
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{
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public class OsuReplayInputHandler : FramedReplayInputHandler<OsuReplayFrame>
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{
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public OsuReplayInputHandler(Replay replay)
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: base(replay)
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{
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}
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protected override bool IsImportant(OsuReplayFrame frame) => frame.Actions.Any();
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protected Vector2? Position
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{
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get
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{
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if (!HasFrames)
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return null;
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return Interpolation.ValueAt(CurrentTime, CurrentFrame.Position, NextFrame.Position, CurrentFrame.Time, NextFrame.Time);
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}
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}
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public override List<IInput> GetPendingInputs()
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{
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return new List<IInput>
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{
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new MousePositionAbsoluteInput
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{
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Position = GamefieldToScreenSpace(Position ?? Vector2.Zero)
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},
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new ReplayState<OsuAction>
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{
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PressedActions = CurrentFrame.Actions
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}
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};
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}
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}
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}
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