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Adjust animations and tolerances to make things feel snappier
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@ -51,15 +51,16 @@ namespace osu.Game.Graphics.Cursor
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{
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if (dragRotationState != DragRotationState.NotDragging)
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{
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if (Vector2.Distance(positionMouseDown, e.MousePosition) > 100)
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positionMouseDown = Interpolation.ValueAt(0.001f, positionMouseDown, e.MousePosition, 0, Clock.ElapsedFrameTime);
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// make the rotation centre point floating.
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if (Vector2.Distance(positionMouseDown, e.MousePosition) > 60)
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positionMouseDown = Interpolation.ValueAt(0.005f, positionMouseDown, e.MousePosition, 0, Clock.ElapsedFrameTime);
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var position = e.MousePosition;
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float distance = Vector2Extensions.Distance(position, positionMouseDown);
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// don't start rotating until we're moved a minimum distance away from the mouse down location,
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// else it can have an annoying effect.
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if (dragRotationState == DragRotationState.DragStarted && distance > 30)
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if (dragRotationState == DragRotationState.DragStarted && distance > 80)
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dragRotationState = DragRotationState.Rotating;
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// don't rotate when distance is zero to avoid NaN
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@ -74,7 +75,7 @@ namespace osu.Game.Graphics.Cursor
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if (diff > 180) diff -= 360;
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degrees = activeCursor.Rotation + diff;
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activeCursor.RotateTo(degrees, 600, Easing.OutQuint);
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activeCursor.RotateTo(degrees, 120, Easing.OutQuint);
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}
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}
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@ -114,7 +115,7 @@ namespace osu.Game.Graphics.Cursor
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if (dragRotationState != DragRotationState.NotDragging)
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{
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activeCursor.RotateTo(0, 600 * (1 + Math.Abs(activeCursor.Rotation / 720)), Easing.OutElasticHalf);
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activeCursor.RotateTo(0, 400 * (0.5f + Math.Abs(activeCursor.Rotation / 960)), Easing.OutElasticQuarter);
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dragRotationState = DragRotationState.NotDragging;
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}
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