mirror of
https://github.com/ppy/osu.git
synced 2025-02-20 06:53:03 +08:00
Update volme control
Use IMouseWheelBindingHandler for volume VolumeControlReceptor. VolumeMeter is no longer an IKeyBindingHandler because it is unused.
This commit is contained in:
parent
6eb3e6c541
commit
1ed6a672f2
@ -247,7 +247,8 @@ namespace osu.Game
|
||||
new VolumeControlReceptor
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
ActionRequested = action => volume.Adjust(action)
|
||||
ActionRequested = action => volume.Adjust(action),
|
||||
WheelActionRequested = (action, amount, isPrecise) => volume.Adjust(action, amount, isPrecise),
|
||||
},
|
||||
mainContent = new Container { RelativeSizeAxes = Axes.Both },
|
||||
overlayContent = new Container { RelativeSizeAxes = Axes.Both, Depth = float.MinValue },
|
||||
|
@ -186,7 +186,7 @@ namespace osu.Game.Overlays.KeyBinding
|
||||
{
|
||||
if (bindTarget.IsHovered)
|
||||
{
|
||||
bindTarget.UpdateKeyCombination(new KeyCombination(KeyCombination.FromInputState(state).Keys.Append(state.Mouse.ScrollDelta.Y > 0 ? InputKey.MouseWheelUp : InputKey.MouseWheelDown)));
|
||||
bindTarget.UpdateKeyCombination(KeyCombination.FromInputState(state, state.Mouse.ScrollDelta));
|
||||
finalise();
|
||||
return true;
|
||||
}
|
||||
|
@ -9,11 +9,13 @@ using osu.Game.Input.Bindings;
|
||||
|
||||
namespace osu.Game.Overlays.Volume
|
||||
{
|
||||
public class VolumeControlReceptor : Container, IKeyBindingHandler<GlobalAction>, IHandleGlobalInput
|
||||
public class VolumeControlReceptor : Container, IMouseWheelBindingHandler<GlobalAction>, IHandleGlobalInput
|
||||
{
|
||||
public Func<GlobalAction, bool> ActionRequested;
|
||||
public Func<GlobalAction, float, bool, bool> WheelActionRequested;
|
||||
|
||||
public bool OnPressed(GlobalAction action) => ActionRequested?.Invoke(action) ?? false;
|
||||
public bool OnMouseWheel(GlobalAction action, float amount, bool isPrecise) => WheelActionRequested?.Invoke(action, amount, isPrecise) ?? false;
|
||||
public bool OnReleased(GlobalAction action) => false;
|
||||
}
|
||||
}
|
||||
|
@ -12,17 +12,15 @@ using osu.Framework.Graphics.Effects;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Graphics.UserInterface;
|
||||
using osu.Framework.Input;
|
||||
using osu.Framework.Input.Bindings;
|
||||
using osu.Framework.MathUtils;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Graphics.Sprites;
|
||||
using osu.Game.Input.Bindings;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics;
|
||||
|
||||
namespace osu.Game.Overlays.Volume
|
||||
{
|
||||
public class VolumeMeter : Container, IKeyBindingHandler<GlobalAction>
|
||||
public class VolumeMeter : Container
|
||||
{
|
||||
private CircularProgress volumeCircle;
|
||||
private CircularProgress volumeCircleGlow;
|
||||
@ -226,59 +224,27 @@ namespace osu.Game.Overlays.Volume
|
||||
|
||||
private const float adjust_step = 0.05f;
|
||||
|
||||
public void Increase() => adjust(1);
|
||||
public void Decrease() => adjust(-1);
|
||||
|
||||
private void adjust(int direction)
|
||||
{
|
||||
float amount = adjust_step * direction;
|
||||
|
||||
// handle the case where the OnPressed action was actually a mouse wheel.
|
||||
// this allows for precise wheel handling.
|
||||
var state = GetContainingInputManager().CurrentState;
|
||||
if (state.Mouse?.ScrollDelta.Y != 0)
|
||||
{
|
||||
OnScroll(state);
|
||||
return;
|
||||
}
|
||||
|
||||
Volume += amount;
|
||||
}
|
||||
|
||||
public bool OnPressed(GlobalAction action)
|
||||
{
|
||||
if (!IsHovered) return false;
|
||||
|
||||
switch (action)
|
||||
{
|
||||
case GlobalAction.DecreaseVolume:
|
||||
Decrease();
|
||||
return true;
|
||||
case GlobalAction.IncreaseVolume:
|
||||
Increase();
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
public void Increase(double amount = 1, bool isPrecise = false) => adjust(amount, isPrecise);
|
||||
public void Decrease(double amount = 1, bool isPrecise = false) => adjust(-amount, isPrecise);
|
||||
|
||||
// because volume precision is set to 0.01, this local is required to keep track of more precise adjustments and only apply when possible.
|
||||
private double scrollAmount;
|
||||
private double adjustAccumulator;
|
||||
|
||||
private void adjust(double delta, bool isPrecise)
|
||||
{
|
||||
adjustAccumulator += delta * adjust_step * (isPrecise ? 0.1 : 1);
|
||||
if (Math.Abs(adjustAccumulator) < Bindable.Precision)
|
||||
return;
|
||||
Volume += adjustAccumulator;
|
||||
adjustAccumulator = 0;
|
||||
}
|
||||
|
||||
protected override bool OnScroll(InputState state)
|
||||
{
|
||||
scrollAmount += adjust_step * state.Mouse.ScrollDelta.Y * (state.Mouse.HasPreciseScroll ? 0.1f : 1);
|
||||
|
||||
if (Math.Abs(scrollAmount) < Bindable.Precision)
|
||||
return true;
|
||||
|
||||
Volume += scrollAmount;
|
||||
scrollAmount = 0;
|
||||
adjust(state.Mouse.ScrollDelta.Y, state.Mouse.HasPreciseScroll);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool OnReleased(GlobalAction action) => false;
|
||||
|
||||
private const float transition_length = 500;
|
||||
|
||||
protected override bool OnHover(InputState state)
|
||||
|
@ -93,7 +93,7 @@ namespace osu.Game.Overlays
|
||||
muteButton.Current.ValueChanged += _ => Show();
|
||||
}
|
||||
|
||||
public bool Adjust(GlobalAction action)
|
||||
public bool Adjust(GlobalAction action, float amount = 1, bool isPrecise = false)
|
||||
{
|
||||
if (!IsLoaded) return false;
|
||||
|
||||
@ -103,13 +103,13 @@ namespace osu.Game.Overlays
|
||||
if (State == Visibility.Hidden)
|
||||
Show();
|
||||
else
|
||||
volumeMeterMaster.Decrease();
|
||||
volumeMeterMaster.Decrease(amount, isPrecise);
|
||||
return true;
|
||||
case GlobalAction.IncreaseVolume:
|
||||
if (State == Visibility.Hidden)
|
||||
Show();
|
||||
else
|
||||
volumeMeterMaster.Increase();
|
||||
volumeMeterMaster.Increase(amount, isPrecise);
|
||||
return true;
|
||||
case GlobalAction.ToggleMute:
|
||||
Show();
|
||||
|
Loading…
Reference in New Issue
Block a user