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Merge pull request #2744 from peppy/improve-volume-controls
Improve UX of volume controls
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commit
155db6969a
@ -66,7 +66,7 @@ namespace osu.Game.Overlays.Volume
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protected override bool OnHover(InputState state)
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{
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this.TransformTo<MuteButton, SRGBColour>("BorderColour", hoveredColour, 500, Easing.OutQuint);
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return true;
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return false;
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}
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protected override void OnHoverLost(InputState state)
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@ -11,6 +11,7 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.MathUtils;
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using osu.Game.Graphics;
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@ -232,12 +233,13 @@ namespace osu.Game.Overlays.Volume
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{
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float amount = adjust_step * direction;
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var mouse = GetContainingInputManager().CurrentState.Mouse;
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if (mouse.HasPreciseScroll)
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// handle the case where the OnPressed action was actually a mouse wheel.
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// this allows for precise wheel handling.
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var state = GetContainingInputManager().CurrentState;
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if (state.Mouse?.ScrollDelta.Y != 0)
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{
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float scrollDelta = mouse.ScrollDelta.Y;
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if (scrollDelta != 0)
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amount *= Math.Abs(scrollDelta / 10);
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OnScroll(state);
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return;
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}
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Volume += amount;
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@ -260,6 +262,34 @@ namespace osu.Game.Overlays.Volume
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return false;
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}
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// because volume precision is set to 0.01, this local is required to keep track of more precise adjustments and only apply when possible.
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private double scrollAmount;
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protected override bool OnScroll(InputState state)
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{
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scrollAmount += adjust_step * state.Mouse.ScrollDelta.Y * (state.Mouse.HasPreciseScroll ? 0.1f : 1);
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if (Math.Abs(scrollAmount) < Bindable.Precision)
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return true;
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Volume += scrollAmount;
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scrollAmount = 0;
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return true;
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}
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public bool OnReleased(GlobalAction action) => false;
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private const float transition_length = 500;
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protected override bool OnHover(InputState state)
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{
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this.ScaleTo(1.04f, transition_length, Easing.OutExpo);
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return false;
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}
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protected override void OnHoverLost(InputState state)
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{
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this.ScaleTo(1f, transition_length, Easing.OutExpo);
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}
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}
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}
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@ -9,6 +9,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input;
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using osu.Framework.Threading;
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using osu.Game.Graphics;
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using osu.Game.Input.Bindings;
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@ -86,16 +87,10 @@ namespace osu.Game.Overlays
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{
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base.LoadComplete();
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volumeMeterMaster.Bindable.ValueChanged += _ => settingChanged();
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volumeMeterEffect.Bindable.ValueChanged += _ => settingChanged();
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volumeMeterMusic.Bindable.ValueChanged += _ => settingChanged();
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muteButton.Current.ValueChanged += _ => settingChanged();
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}
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private void settingChanged()
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{
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Show();
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schedulePopOut();
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volumeMeterMaster.Bindable.ValueChanged += _ => Show();
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volumeMeterEffect.Bindable.ValueChanged += _ => Show();
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volumeMeterMusic.Bindable.ValueChanged += _ => Show();
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muteButton.Current.ValueChanged += _ => Show();
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}
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public bool Adjust(GlobalAction action)
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@ -127,6 +122,14 @@ namespace osu.Game.Overlays
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private ScheduledDelegate popOutDelegate;
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public override void Show()
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{
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if (State == Visibility.Visible)
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schedulePopOut();
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base.Show();
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}
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protected override void PopIn()
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{
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ClearTransforms();
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@ -140,10 +143,33 @@ namespace osu.Game.Overlays
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this.FadeOut(100);
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}
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protected override bool OnMouseMove(InputState state)
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{
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// keep the scheduled event correctly timed as long as we have movement.
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schedulePopOut();
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return base.OnMouseMove(state);
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}
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protected override bool OnHover(InputState state)
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{
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schedulePopOut();
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return true;
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}
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protected override void OnHoverLost(InputState state)
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{
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schedulePopOut();
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base.OnHoverLost(state);
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}
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private void schedulePopOut()
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{
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popOutDelegate?.Cancel();
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this.Delay(1000).Schedule(Hide, out popOutDelegate);
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this.Delay(1000).Schedule(() =>
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{
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if (!IsHovered)
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Hide();
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}, out popOutDelegate);
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}
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}
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}
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