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Timeline seeks only expose whole timer intervals, so jumping to an event could leave that event unprocessed until the next tick. Add an event-time seek that also applies events at the target timestamp.
86 lines
2.4 KiB
C++
86 lines
2.4 KiB
C++
#ifndef COCKATRICE_REPLAY_MANAGER_H
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#define COCKATRICE_REPLAY_MANAGER_H
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#include <QList>
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#include <QObject>
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#include <QtGlobal>
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#include <libcockatrice/game/player/event_processing_options.h>
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#include <qtmetamacros.h>
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class GameReplay;
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class QTimer;
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class GameEventContainer;
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/**
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* @brief This class handles all logic to do with playing back replays
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*/
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class ReplayManager : public QObject
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{
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Q_OBJECT
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enum PlaybackMode
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{
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NORMAL_PLAYBACK,
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FORWARD_SKIP,
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BACKWARD_SKIP
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};
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GameReplay *replay;
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QList<int> replayTimeline; ///< timestamp of each event, with the indexes corresponding
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int maxTime;
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QTimer *replayTimer;
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QTimer *rewindBufferingTimer;
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qreal timeScaleFactor = 1.0;
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bool skipEmptySections = false;
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int currentVisualTime = 0; ///< time currently displayed by the timeline
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int currentProcessedTime = 0; ///< time that events are currently processed up to. Could differ from visual time due
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///< to rewind buffering
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int currentEvent = 0; ///< current event's index
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void skipToTime(int newTime, bool doRewindBuffering, bool includeEventsAtTime = false);
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void handleBackwardsSkip(bool doRewindBuffering, bool includeEventsAtTime = false);
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void processRewind(bool includeEventsAtTime = false);
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void processNewEvents(PlaybackMode playbackMode, bool includeEventsAtTime = false);
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void handleSkipEmptySection();
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private slots:
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void replayTimerTimeout();
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public:
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static constexpr int SMALL_SKIP_MS = 1000;
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static constexpr int BIG_SKIP_MS = 10000;
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/**
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* @param parent The parent QObject
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* @param replay Cannot be null. Takes ownership of the object.
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*/
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explicit ReplayManager(QObject *parent, GameReplay *replay);
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~ReplayManager() override;
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const QList<int> &getReplayTimeline() const
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{
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return replayTimeline;
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}
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void setTimeScaleFactor(qreal _timeScaleFactor);
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void setSkipEmptySections(bool value);
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public slots:
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void startReplay();
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void stopReplay();
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void setTime(int time);
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void setTimeToEvent(int eventIndex);
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void skipByAmount(int amount); // use a negative amount to skip backwards
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signals:
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void timeChanged(int time);
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void eventReplayed(const GameEventContainer &cont, EventProcessingOptions options);
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void replayFinished();
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void rewound();
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};
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#endif // COCKATRICE_REPLAY_MANAGER_H
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