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Normalize all the line endings
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@ -1,48 +1,48 @@
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// Copyright (c) 2007-2018 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 System;
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using System.Collections.Generic;
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using osu.Framework.Input;
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using osu.Framework.Input.Handlers;
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using osu.Framework.Platform;
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using OpenTK;
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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 override bool IsActive => true;
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public override int Priority => 0;
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public class ReplayState<T> : InputState
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where T : struct
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{
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public List<T> PressedActions;
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public override InputState Clone()
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{
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var clone = (ReplayState<T>)base.Clone();
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clone.PressedActions = new List<T>(PressedActions);
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return clone;
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}
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}
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}
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}
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// Copyright (c) 2007-2018 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 System;
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using System.Collections.Generic;
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using osu.Framework.Input;
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using osu.Framework.Input.Handlers;
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using osu.Framework.Platform;
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using OpenTK;
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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 override bool IsActive => true;
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public override int Priority => 0;
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public class ReplayState<T> : InputState
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where T : struct
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{
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public List<T> PressedActions;
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public override InputState Clone()
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{
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var clone = (ReplayState<T>)base.Clone();
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clone.PressedActions = new List<T>(PressedActions);
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return clone;
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}
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}
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}
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}
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