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osu-lazer/osu.Game.Rulesets.Osu/Replays/OsuFramedReplayInputHandler.cs
2020-07-22 19:53:45 +09:00

46 lines
1.4 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Input.StateChanges;
using osu.Framework.Utils;
using osu.Game.Replays;
using osu.Game.Rulesets.Replays;
using osuTK;
namespace osu.Game.Rulesets.Osu.Replays
{
public class OsuFramedReplayInputHandler : FramedReplayInputHandler<OsuReplayFrame>
{
public OsuFramedReplayInputHandler(Replay replay)
: base(replay)
{
}
protected override bool IsImportant(OsuReplayFrame frame) => frame.Actions.Any();
protected Vector2? Position
{
get
{
var frame = CurrentFrame;
if (frame == null)
return null;
Debug.Assert(CurrentTime != null);
return NextFrame != null ? Interpolation.ValueAt(CurrentTime.Value, frame.Position, NextFrame.Position, frame.Time, NextFrame.Time) : frame.Position;
}
}
public override void CollectPendingInputs(List<IInput> inputs)
{
inputs.Add(new MousePositionAbsoluteInput { Position = GamefieldToScreenSpace(Position ?? Vector2.Zero) });
inputs.Add(new ReplayState<OsuAction> { PressedActions = CurrentFrame?.Actions ?? new List<OsuAction>() });
}
}
}