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Merge pull request #3772 from peppy/fix-volume-precision
Fix volume adjustment precision regressing
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commit
0bb8d5217c
@ -25,7 +25,7 @@ namespace osu.Game.Overlays.Volume
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private CircularProgress volumeCircle;
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private CircularProgress volumeCircle;
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private CircularProgress volumeCircleGlow;
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private CircularProgress volumeCircleGlow;
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public BindableDouble Bindable { get; } = new BindableDouble { MinValue = 0, MaxValue = 1 };
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public BindableDouble Bindable { get; } = new BindableDouble { MinValue = 0, MaxValue = 1, Precision = 0.01 };
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private readonly float circleSize;
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private readonly float circleSize;
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private readonly Color4 meterColour;
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private readonly Color4 meterColour;
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private readonly string name;
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private readonly string name;
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@ -222,7 +222,7 @@ namespace osu.Game.Overlays.Volume
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private set => Bindable.Value = value;
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private set => Bindable.Value = value;
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}
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}
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private const float adjust_step = 0.05f;
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private const double adjust_step = 0.05;
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public void Increase(double amount = 1, bool isPrecise = false) => adjust(amount, isPrecise);
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public void Increase(double amount = 1, bool isPrecise = false) => adjust(amount, isPrecise);
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public void Decrease(double amount = 1, bool isPrecise = false) => adjust(-amount, isPrecise);
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public void Decrease(double amount = 1, bool isPrecise = false) => adjust(-amount, isPrecise);
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@ -236,7 +236,7 @@ namespace osu.Game.Overlays.Volume
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var precision = Bindable.Precision;
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var precision = Bindable.Precision;
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while (Math.Abs(scrollAccumulation) > precision)
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while (Precision.AlmostBigger(Math.Abs(scrollAccumulation), precision))
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{
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{
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Volume += Math.Sign(scrollAccumulation) * precision;
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Volume += Math.Sign(scrollAccumulation) * precision;
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scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision);
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scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision);
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