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71 lines
2.1 KiB
C#
71 lines
2.1 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 osu.Framework.Input;
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using osu.Framework.Timing;
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using osu.Game.Input.Handlers;
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namespace osu.Game.Screens.Play
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{
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public class PlayerInputManager : PassThroughInputManager
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{
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private readonly ManualClock clock = new ManualClock();
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private IFrameBasedClock parentClock;
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private ReplayInputHandler replayInputHandler;
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public ReplayInputHandler ReplayInputHandler
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{
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get { return replayInputHandler; }
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set
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{
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if (replayInputHandler != null) RemoveHandler(replayInputHandler);
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replayInputHandler = value;
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UseParentState = replayInputHandler == null;
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if (replayInputHandler != null)
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AddHandler(replayInputHandler);
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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parentClock = Clock;
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Clock = new FramedClock(clock);
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}
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protected override void Update()
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{
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if (parentClock == null) return;
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clock.Rate = parentClock.Rate;
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clock.IsRunning = parentClock.IsRunning;
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//if a replayHandler is not attached, we should just pass-through.
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if (UseParentState || replayInputHandler == null)
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{
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clock.CurrentTime = parentClock.CurrentTime;
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base.Update();
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return;
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}
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while (true)
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{
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double? newTime = replayInputHandler.SetFrameFromTime(parentClock.CurrentTime);
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if (newTime == null)
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//we shouldn't execute for this time value
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break;
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if (clock.CurrentTime == parentClock.CurrentTime)
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break;
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clock.CurrentTime = newTime.Value;
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base.Update();
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}
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}
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}
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}
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