mirror of
https://github.com/ppy/osu.git
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269 lines
9.8 KiB
C#
269 lines
9.8 KiB
C#
// Copyright (c) 2007-2017 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;
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using System.Collections.Generic;
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using System.IO;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Input;
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using osu.Framework.MathUtils;
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using osu.Game.Input.Handlers;
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using osu.Game.IO.Legacy;
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using OpenTK;
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using OpenTK.Input;
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using KeyboardState = osu.Framework.Input.KeyboardState;
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using MouseState = osu.Framework.Input.MouseState;
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namespace osu.Game.Modes
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{
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public class LegacyReplay : Replay
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{
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protected List<LegacyReplayFrame> Frames = new List<LegacyReplayFrame>();
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protected LegacyReplay()
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{
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}
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public LegacyReplay(StreamReader reader)
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{
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float lastTime = 0;
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foreach (var l in reader.ReadToEnd().Split(','))
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{
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var split = l.Split('|');
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if (split.Length < 4 || float.Parse(split[0]) < 0) continue;
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lastTime += float.Parse(split[0]);
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Frames.Add(new LegacyReplayFrame(
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lastTime,
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float.Parse(split[1]),
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384 - float.Parse(split[2]),
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(LegacyButtonState)int.Parse(split[3])
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));
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}
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}
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public override ReplayInputHandler GetInputHandler() => new LegacyReplayInputHandler(Frames);
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/// <summary>
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/// The ReplayHandler will take a replay and handle the propagation of updates to the input stack.
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/// It handles logic of any frames which *must* be executed.
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/// </summary>
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public class LegacyReplayInputHandler : ReplayInputHandler
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{
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private readonly List<LegacyReplayFrame> replayContent;
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public LegacyReplayFrame CurrentFrame => !hasFrames ? null : replayContent[currentFrameIndex];
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public LegacyReplayFrame NextFrame => !hasFrames ? null : replayContent[nextFrameIndex];
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private int currentFrameIndex;
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private int nextFrameIndex => MathHelper.Clamp(currentFrameIndex + (currentDirection > 0 ? 1 : -1), 0, replayContent.Count - 1);
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public LegacyReplayInputHandler(List<LegacyReplayFrame> replayContent)
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{
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this.replayContent = replayContent;
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}
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private bool advanceFrame()
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{
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int newFrame = nextFrameIndex;
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//ensure we aren't at an extent.
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if (newFrame == currentFrameIndex) return false;
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currentFrameIndex = newFrame;
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return true;
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}
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public void SetPosition(Vector2 pos)
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{
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}
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private 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<InputState> GetPendingStates()
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{
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var buttons = new HashSet<MouseButton>();
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if (CurrentFrame?.MouseLeft ?? false)
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buttons.Add(MouseButton.Left);
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if (CurrentFrame?.MouseRight ?? false)
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buttons.Add(MouseButton.Right);
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return new List<InputState>
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{
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new InputState
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{
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Mouse = new ReplayMouseState(ToScreenSpace(position ?? Vector2.Zero), buttons),
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Keyboard = new ReplayKeyboardState(new List<Key>())
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}
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};
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}
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public bool AtLastFrame => currentFrameIndex == replayContent.Count - 1;
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public bool AtFirstFrame => currentFrameIndex == 0;
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public Vector2 Size => new Vector2(512, 384);
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private const double sixty_frame_time = 1000.0 / 60;
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private double currentTime;
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private int currentDirection;
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/// <summary>
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/// When set, we will ensure frames executed by nested drawables are frame-accurate to replay data.
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/// Disabling this can make replay playback smoother (useful for autoplay, currently).
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/// </summary>
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public bool FrameAccuratePlayback = true;
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private bool hasFrames => replayContent.Count > 0;
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private bool inImportantSection =>
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FrameAccuratePlayback &&
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//a button is in a pressed state
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(currentDirection > 0 ? CurrentFrame : NextFrame)?.ButtonState > LegacyButtonState.None &&
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//the next frame is within an allowable time span
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Math.Abs(currentTime - NextFrame?.Time ?? 0) <= sixty_frame_time * 1.2;
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/// <summary>
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/// Update the current frame based on an incoming time value.
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/// There are cases where we return a "must-use" time value that is different from the input.
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/// This is to ensure accurate playback of replay data.
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/// </summary>
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/// <param name="time">The time which we should use for finding the current frame.</param>
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/// <returns>The usable time value. If null, we should not advance time as we do not have enough data.</returns>
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public override double? SetFrameFromTime(double time)
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{
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currentDirection = time.CompareTo(currentTime);
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if (currentDirection == 0) currentDirection = 1;
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if (hasFrames)
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{
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//if we changed frames, we want to execute once *exactly* on the frame's time.
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if (currentDirection == time.CompareTo(NextFrame.Time) && advanceFrame())
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return currentTime = CurrentFrame.Time;
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//if we didn't change frames, we need to ensure we are allowed to run frames in between, else return null.
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if (inImportantSection)
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return null;
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}
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return currentTime = time;
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}
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private class ReplayMouseState : MouseState
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{
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public ReplayMouseState(Vector2 position, IEnumerable<MouseButton> list)
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{
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Position = position;
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list.ForEach(b => PressedButtons.Add(b));
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}
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}
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private class ReplayKeyboardState : KeyboardState
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{
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public ReplayKeyboardState(List<Key> keys)
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{
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Keys = keys;
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}
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}
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}
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[Flags]
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public enum LegacyButtonState
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{
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None = 0,
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Left1 = 1,
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Right1 = 2,
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Left2 = 4,
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Right2 = 8,
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Smoke = 16
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}
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public class LegacyReplayFrame
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{
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public Vector2 Position => new Vector2(MouseX, MouseY);
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public float MouseX;
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public float MouseY;
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public bool MouseLeft;
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public bool MouseRight;
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public bool MouseLeft1;
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public bool MouseRight1;
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public bool MouseLeft2;
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public bool MouseRight2;
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public LegacyButtonState ButtonState;
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public double Time;
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public LegacyReplayFrame(double time, float posX, float posY, LegacyButtonState buttonState)
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{
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MouseX = posX;
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MouseY = posY;
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ButtonState = buttonState;
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SetButtonStates(buttonState);
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Time = time;
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}
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public void SetButtonStates(LegacyButtonState buttonState)
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{
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ButtonState = buttonState;
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MouseLeft = (buttonState & (LegacyButtonState.Left1 | LegacyButtonState.Left2)) > 0;
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MouseLeft1 = (buttonState & LegacyButtonState.Left1) > 0;
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MouseLeft2 = (buttonState & LegacyButtonState.Left2) > 0;
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MouseRight = (buttonState & (LegacyButtonState.Right1 | LegacyButtonState.Right2)) > 0;
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MouseRight1 = (buttonState & LegacyButtonState.Right1) > 0;
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MouseRight2 = (buttonState & LegacyButtonState.Right2) > 0;
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}
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public LegacyReplayFrame(Stream s) : this(new SerializationReader(s))
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{
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}
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public LegacyReplayFrame(SerializationReader sr)
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{
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ButtonState = (LegacyButtonState)sr.ReadByte();
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SetButtonStates(ButtonState);
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byte bt = sr.ReadByte();
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if (bt > 0)//Handle Pre-Taiko compatible replays.
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SetButtonStates(LegacyButtonState.Right1);
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MouseX = sr.ReadSingle();
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MouseY = sr.ReadSingle();
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Time = sr.ReadInt32();
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}
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public void ReadFromStream(SerializationReader sr)
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{
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throw new NotImplementedException();
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}
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public void WriteToStream(SerializationWriter sw)
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{
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sw.Write((byte)ButtonState);
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sw.Write((byte)0);
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sw.Write(MouseX);
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sw.Write(MouseY);
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sw.Write(Time);
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}
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public override string ToString()
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{
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return $"{Time}\t({MouseX},{MouseY})\t{MouseLeft}\t{MouseRight}\t{MouseLeft1}\t{MouseRight1}\t{MouseLeft2}\t{MouseRight2}\t{ButtonState}";
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}
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}
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}
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}
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