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118 lines
4.4 KiB
C#
118 lines
4.4 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Input.Handlers;
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using osu.Framework.Input.StateChanges;
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using osu.Framework.Input.StateChanges.Events;
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using osu.Framework.Input.States;
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using osu.Framework.Platform;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.UI;
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using osuTK;
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namespace osu.Game.Input.Handlers
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{
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public abstract class ReplayInputHandler : InputHandler
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{
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/// <summary>
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/// A function that converts coordinates from gamefield to screen space.
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/// </summary>
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public Func<Vector2, Vector2> GamefieldToScreenSpace { protected get; set; }
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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 abstract double? SetFrameFromTime(double time);
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public override bool Initialize(GameHost host) => true;
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public class ReplayState<T> : IInput
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where T : struct
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{
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public List<T> PressedActions;
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public void Apply(InputState state, IInputStateChangeHandler handler)
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{
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if (!(state is RulesetInputManagerInputState<T> inputState))
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throw new InvalidOperationException($"{nameof(ReplayState<T>)} should only be applied to a {nameof(RulesetInputManagerInputState<T>)}");
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T[] released = Array.Empty<T>();
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T[] pressed = Array.Empty<T>();
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var lastPressed = inputState.LastReplayState?.PressedActions;
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if (lastPressed == null || lastPressed.Count == 0)
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{
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pressed = PressedActions.ToArray();
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}
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else if (PressedActions.Count == 0)
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{
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released = lastPressed.ToArray();
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}
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else if (!lastPressed.SequenceEqual(PressedActions))
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{
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released = lastPressed.Except(PressedActions).ToArray();
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pressed = PressedActions.Except(lastPressed).ToArray();
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}
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inputState.LastReplayState = this;
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handler.HandleInputStateChange(new ReplayStateChangeEvent<T>(state, this, released, pressed));
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}
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}
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public class ReplayStateChangeEvent<T> : InputStateChangeEvent
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{
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public readonly T[] ReleasedActions;
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public readonly T[] PressedActions;
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public ReplayStateChangeEvent(InputState state, IInput input, T[] releasedActions, T[] pressedActions)
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: base(state, input)
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{
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ReleasedActions = releasedActions;
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PressedActions = pressedActions;
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}
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}
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/// <summary>
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/// An <see cref="IInput"/> that is triggered when a frame containing replay statistics arrives.
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/// </summary>
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public class ReplayStatisticsFrameInput : IInput
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{
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/// <summary>
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/// The frame containing the statistics.
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/// </summary>
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public ReplayFrame Frame;
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public void Apply(InputState state, IInputStateChangeHandler handler)
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{
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handler.HandleInputStateChange(new ReplayStatisticsFrameEvent(state, this, Frame));
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}
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}
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/// <summary>
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/// An <see cref="InputStateChangeEvent"/> that is triggered when a frame containing replay statistics arrives.
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/// </summary>
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public class ReplayStatisticsFrameEvent : InputStateChangeEvent
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{
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/// <summary>
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/// The frame containing the statistics.
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/// </summary>
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public readonly ReplayFrame Frame;
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public ReplayStatisticsFrameEvent(InputState state, IInput input, ReplayFrame frame)
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: base(state, input)
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{
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Frame = frame;
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}
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}
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}
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}
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