mirror of
https://github.com/ppy/osu
synced 2024-12-09 08:30:36 +00:00
269 lines
9.8 KiB
C#
269 lines
9.8 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.IO;
|
|
using osu.Framework.Extensions.IEnumerableExtensions;
|
|
using osu.Framework.Input;
|
|
using osu.Framework.MathUtils;
|
|
using osu.Game.Input.Handlers;
|
|
using osu.Game.IO.Legacy;
|
|
using OpenTK;
|
|
using OpenTK.Input;
|
|
using KeyboardState = osu.Framework.Input.KeyboardState;
|
|
using MouseState = osu.Framework.Input.MouseState;
|
|
|
|
namespace osu.Game.Modes
|
|
{
|
|
public class LegacyReplay : Replay
|
|
{
|
|
protected List<LegacyReplayFrame> Frames = new List<LegacyReplayFrame>();
|
|
|
|
protected LegacyReplay()
|
|
{
|
|
|
|
}
|
|
|
|
public LegacyReplay(StreamReader reader)
|
|
{
|
|
float lastTime = 0;
|
|
|
|
foreach (var l in reader.ReadToEnd().Split(','))
|
|
{
|
|
var split = l.Split('|');
|
|
|
|
if (split.Length < 4 || float.Parse(split[0]) < 0) continue;
|
|
|
|
lastTime += float.Parse(split[0]);
|
|
|
|
Frames.Add(new LegacyReplayFrame(
|
|
lastTime,
|
|
float.Parse(split[1]),
|
|
384 - float.Parse(split[2]),
|
|
(LegacyButtonState)int.Parse(split[3])
|
|
));
|
|
}
|
|
}
|
|
|
|
public override ReplayInputHandler GetInputHandler() => new LegacyReplayInputHandler(Frames);
|
|
|
|
/// <summary>
|
|
/// The ReplayHandler will take a replay and handle the propagation of updates to the input stack.
|
|
/// It handles logic of any frames which *must* be executed.
|
|
/// </summary>
|
|
public class LegacyReplayInputHandler : ReplayInputHandler
|
|
{
|
|
private readonly List<LegacyReplayFrame> replayContent;
|
|
|
|
public LegacyReplayFrame CurrentFrame => !hasFrames ? null : replayContent[currentFrameIndex];
|
|
public LegacyReplayFrame NextFrame => !hasFrames ? null : replayContent[nextFrameIndex];
|
|
|
|
private int currentFrameIndex;
|
|
|
|
private int nextFrameIndex => MathHelper.Clamp(currentFrameIndex + (currentDirection > 0 ? 1 : -1), 0, replayContent.Count - 1);
|
|
|
|
public LegacyReplayInputHandler(List<LegacyReplayFrame> replayContent)
|
|
{
|
|
this.replayContent = replayContent;
|
|
}
|
|
|
|
private bool advanceFrame()
|
|
{
|
|
int newFrame = nextFrameIndex;
|
|
|
|
//ensure we aren't at an extent.
|
|
if (newFrame == currentFrameIndex) return false;
|
|
|
|
currentFrameIndex = newFrame;
|
|
return true;
|
|
}
|
|
|
|
public void SetPosition(Vector2 pos)
|
|
{
|
|
}
|
|
|
|
private Vector2? position
|
|
{
|
|
get
|
|
{
|
|
if (!hasFrames)
|
|
return null;
|
|
|
|
return Interpolation.ValueAt(currentTime, CurrentFrame.Position, NextFrame.Position, CurrentFrame.Time, NextFrame.Time);
|
|
}
|
|
}
|
|
|
|
public override List<InputState> GetPendingStates()
|
|
{
|
|
var buttons = new HashSet<MouseButton>();
|
|
if (CurrentFrame?.MouseLeft ?? false)
|
|
buttons.Add(MouseButton.Left);
|
|
if (CurrentFrame?.MouseRight ?? false)
|
|
buttons.Add(MouseButton.Right);
|
|
|
|
return new List<InputState>
|
|
{
|
|
new InputState
|
|
{
|
|
Mouse = new ReplayMouseState(ToScreenSpace(position ?? Vector2.Zero), buttons),
|
|
Keyboard = new ReplayKeyboardState(new List<Key>())
|
|
}
|
|
};
|
|
}
|
|
|
|
public bool AtLastFrame => currentFrameIndex == replayContent.Count - 1;
|
|
public bool AtFirstFrame => currentFrameIndex == 0;
|
|
|
|
public Vector2 Size => new Vector2(512, 384);
|
|
|
|
private const double sixty_frame_time = 1000.0 / 60;
|
|
|
|
private double currentTime;
|
|
private int currentDirection;
|
|
|
|
/// <summary>
|
|
/// When set, we will ensure frames executed by nested drawables are frame-accurate to replay data.
|
|
/// Disabling this can make replay playback smoother (useful for autoplay, currently).
|
|
/// </summary>
|
|
public bool FrameAccuratePlayback = true;
|
|
|
|
private bool hasFrames => replayContent.Count > 0;
|
|
|
|
private bool inImportantSection =>
|
|
FrameAccuratePlayback &&
|
|
//a button is in a pressed state
|
|
(currentDirection > 0 ? CurrentFrame : NextFrame)?.ButtonState > LegacyButtonState.None &&
|
|
//the next frame is within an allowable time span
|
|
Math.Abs(currentTime - NextFrame?.Time ?? 0) <= sixty_frame_time * 1.2;
|
|
|
|
/// <summary>
|
|
/// Update the current frame based on an incoming time value.
|
|
/// There are cases where we return a "must-use" time value that is different from the input.
|
|
/// This is to ensure accurate playback of replay data.
|
|
/// </summary>
|
|
/// <param name="time">The time which we should use for finding the current frame.</param>
|
|
/// <returns>The usable time value. If null, we should not advance time as we do not have enough data.</returns>
|
|
public override double? SetFrameFromTime(double time)
|
|
{
|
|
currentDirection = time.CompareTo(currentTime);
|
|
if (currentDirection == 0) currentDirection = 1;
|
|
|
|
if (hasFrames)
|
|
{
|
|
//if we changed frames, we want to execute once *exactly* on the frame's time.
|
|
if (currentDirection == time.CompareTo(NextFrame.Time) && advanceFrame())
|
|
return currentTime = CurrentFrame.Time;
|
|
|
|
//if we didn't change frames, we need to ensure we are allowed to run frames in between, else return null.
|
|
if (inImportantSection)
|
|
return null;
|
|
}
|
|
|
|
return currentTime = time;
|
|
}
|
|
|
|
private class ReplayMouseState : MouseState
|
|
{
|
|
public ReplayMouseState(Vector2 position, IEnumerable<MouseButton> list)
|
|
{
|
|
Position = position;
|
|
list.ForEach(b => PressedButtons.Add(b));
|
|
}
|
|
}
|
|
|
|
private class ReplayKeyboardState : KeyboardState
|
|
{
|
|
public ReplayKeyboardState(List<Key> keys)
|
|
{
|
|
Keys = keys;
|
|
}
|
|
}
|
|
}
|
|
|
|
[Flags]
|
|
public enum LegacyButtonState
|
|
{
|
|
None = 0,
|
|
Left1 = 1,
|
|
Right1 = 2,
|
|
Left2 = 4,
|
|
Right2 = 8,
|
|
Smoke = 16
|
|
}
|
|
|
|
public class LegacyReplayFrame
|
|
{
|
|
public Vector2 Position => new Vector2(MouseX, MouseY);
|
|
|
|
public float MouseX;
|
|
public float MouseY;
|
|
public bool MouseLeft;
|
|
public bool MouseRight;
|
|
public bool MouseLeft1;
|
|
public bool MouseRight1;
|
|
public bool MouseLeft2;
|
|
public bool MouseRight2;
|
|
public LegacyButtonState ButtonState;
|
|
public double Time;
|
|
|
|
public LegacyReplayFrame(double time, float posX, float posY, LegacyButtonState buttonState)
|
|
{
|
|
MouseX = posX;
|
|
MouseY = posY;
|
|
ButtonState = buttonState;
|
|
SetButtonStates(buttonState);
|
|
Time = time;
|
|
}
|
|
|
|
public void SetButtonStates(LegacyButtonState buttonState)
|
|
{
|
|
ButtonState = buttonState;
|
|
MouseLeft = (buttonState & (LegacyButtonState.Left1 | LegacyButtonState.Left2)) > 0;
|
|
MouseLeft1 = (buttonState & LegacyButtonState.Left1) > 0;
|
|
MouseLeft2 = (buttonState & LegacyButtonState.Left2) > 0;
|
|
MouseRight = (buttonState & (LegacyButtonState.Right1 | LegacyButtonState.Right2)) > 0;
|
|
MouseRight1 = (buttonState & LegacyButtonState.Right1) > 0;
|
|
MouseRight2 = (buttonState & LegacyButtonState.Right2) > 0;
|
|
}
|
|
|
|
public LegacyReplayFrame(Stream s) : this(new SerializationReader(s))
|
|
{
|
|
}
|
|
|
|
public LegacyReplayFrame(SerializationReader sr)
|
|
{
|
|
ButtonState = (LegacyButtonState)sr.ReadByte();
|
|
SetButtonStates(ButtonState);
|
|
|
|
byte bt = sr.ReadByte();
|
|
if (bt > 0)//Handle Pre-Taiko compatible replays.
|
|
SetButtonStates(LegacyButtonState.Right1);
|
|
|
|
MouseX = sr.ReadSingle();
|
|
MouseY = sr.ReadSingle();
|
|
Time = sr.ReadInt32();
|
|
}
|
|
|
|
public void ReadFromStream(SerializationReader sr)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
public void WriteToStream(SerializationWriter sw)
|
|
{
|
|
sw.Write((byte)ButtonState);
|
|
sw.Write((byte)0);
|
|
sw.Write(MouseX);
|
|
sw.Write(MouseY);
|
|
sw.Write(Time);
|
|
}
|
|
|
|
public override string ToString()
|
|
{
|
|
return $"{Time}\t({MouseX},{MouseY})\t{MouseLeft}\t{MouseRight}\t{MouseLeft1}\t{MouseRight1}\t{MouseLeft2}\t{MouseRight2}\t{ButtonState}";
|
|
}
|
|
}
|
|
}
|
|
}
|