mirror of
https://github.com/ppy/osu.git
synced 2024-11-14 19:47:24 +08:00
49 lines
1.7 KiB
C#
49 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;
|
|
using osu.Framework.Input.Handlers;
|
|
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> : InputState
|
|
where T : struct
|
|
{
|
|
public List<T> PressedActions;
|
|
|
|
public override InputState Clone()
|
|
{
|
|
var clone = (ReplayState<T>)base.Clone();
|
|
clone.PressedActions = new List<T>(PressedActions);
|
|
return clone;
|
|
}
|
|
}
|
|
}
|
|
}
|