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osu-lazer/osu.Game/Rulesets/Replays/FramedReplayInputHandler.cs
2018-06-22 18:10:27 +09:00

128 lines
4.8 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.Game.Input.Handlers;
using OpenTK;
using OpenTK.Input;
using KeyboardState = osu.Framework.Input.KeyboardState;
using MouseState = osu.Framework.Input.MouseState;
namespace osu.Game.Rulesets.Replays
{
/// <summary>
/// The ReplayHandler will take a replay and handle the propagation of updates to the input stack.
/// It handles logic of any frames which *must* be executed.
/// </summary>
public abstract class FramedReplayInputHandler<TFrame> : ReplayInputHandler
where TFrame : ReplayFrame
{
private readonly Replay replay;
protected List<ReplayFrame> Frames => replay.Frames;
public TFrame CurrentFrame => !HasFrames ? null : (TFrame)Frames[currentFrameIndex];
public TFrame NextFrame => !HasFrames ? null : (TFrame)Frames[nextFrameIndex];
private int currentFrameIndex;
private int nextFrameIndex => MathHelper.Clamp(currentFrameIndex + (currentDirection > 0 ? 1 : -1), 0, Frames.Count - 1);
protected FramedReplayInputHandler(Replay replay)
{
this.replay = replay;
}
private bool advanceFrame()
{
int newFrame = nextFrameIndex;
//ensure we aren't at an extent.
if (newFrame == currentFrameIndex) return false;
currentFrameIndex = newFrame;
return true;
}
public override List<IInput> GetPendingInputs() => new List<IInput>();
public bool AtLastFrame => currentFrameIndex == Frames.Count - 1;
public bool AtFirstFrame => currentFrameIndex == 0;
private const double sixty_frame_time = 1000.0 / 60;
protected double CurrentTime { get; private set; }
private int currentDirection;
/// <summary>
/// When set, we will ensure frames executed by nested drawables are frame-accurate to replay data.
/// Disabling this can make replay playback smoother (useful for autoplay, currently).
/// </summary>
public bool FrameAccuratePlayback = true;
protected bool HasFrames => Frames.Count > 0;
private bool inImportantSection =>
HasFrames && FrameAccuratePlayback &&
//a button is in a pressed state
IsImportant(currentDirection > 0 ? CurrentFrame : NextFrame) &&
//the next frame is within an allowable time span
Math.Abs(CurrentTime - NextFrame?.Time ?? 0) <= sixty_frame_time * 1.2;
protected virtual bool IsImportant(TFrame frame) => false;
/// <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 override double? SetFrameFromTime(double time)
{
currentDirection = time.CompareTo(CurrentTime);
if (currentDirection == 0) currentDirection = 1;
if (HasFrames)
{
// check if the next frame is in the "future" for the current playback direction
if (currentDirection != time.CompareTo(NextFrame.Time))
{
// if we didn't change frames, we need to ensure we are allowed to run frames in between, else return null.
if (inImportantSection)
return null;
}
else if (advanceFrame())
{
// If going backwards, we need to execute once _before_ the frame time to reverse any judgements
// that would occur as a result of this frame in forward playback
if (currentDirection == -1)
return CurrentTime = CurrentFrame.Time - 1;
return CurrentTime = CurrentFrame.Time;
}
}
return CurrentTime = time;
}
protected class ReplayMouseState : MouseState
{
public ReplayMouseState(Vector2 position)
{
Position = position;
}
}
protected class ReplayKeyboardState : KeyboardState
{
public ReplayKeyboardState(List<Key> keys)
{
foreach (var key in keys)
Keys.Add(key);
}
}
}
}