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osu-lazer/osu.Game.Rulesets.Osu/Replays/OsuFramedReplayInputHandler.cs
2019-02-20 21:08:52 +09:00

50 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.Linq;
using osu.Framework.Input.StateChanges;
using osu.Framework.MathUtils;
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
{
if (!HasFrames)
return null;
return Interpolation.ValueAt(CurrentTime, CurrentFrame.Position, NextFrame.Position, CurrentFrame.Time, NextFrame.Time);
}
}
public override List<IInput> GetPendingInputs()
{
return new List<IInput>
{
new MousePositionAbsoluteInput
{
Position = GamefieldToScreenSpace(Position ?? Vector2.Zero)
},
new ReplayState<OsuAction>
{
PressedActions = CurrentFrame.Actions
}
};
}
}
}