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Implement magnification buttons
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de8f9325a3
commit
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@ -85,12 +85,17 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Timeline
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Padding = new MarginPadding { Vertical = 5 },
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Padding = new MarginPadding { Vertical = 5 },
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Children = new[]
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Children = new[]
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{
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{
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new TimelineButton { Icon = FontAwesome.fa_search_plus },
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new TimelineButton
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{
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Icon = FontAwesome.fa_search_plus,
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Action = () => timelineContainer.Zoom++
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},
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new TimelineButton
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new TimelineButton
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{
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{
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Anchor = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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Icon = FontAwesome.fa_search_minus
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Icon = FontAwesome.fa_search_minus,
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Action = () => timelineContainer.Zoom--
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},
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},
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}
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}
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}
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}
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@ -90,23 +90,43 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Timeline
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return;
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return;
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zoom = value;
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zoom = value;
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// Make the zoom target default to the center of the graph if it hasn't been set
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if (relativeContentZoomTarget == null)
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relativeContentZoomTarget = ToSpaceOfOtherDrawable(DrawSize / 2, Content).X / Content.DrawSize.X;
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if (localZoomTarget == null)
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localZoomTarget = DrawSize.X / 2;
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Content.ResizeWidthTo(Zoom);
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Content.ResizeWidthTo(Zoom);
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// Update the scroll position to focus on the zoom target
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float scrollPos = Content.DrawSize.X * relativeContentZoomTarget.Value - localZoomTarget.Value;
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ScrollTo(scrollPos, false);
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relativeContentZoomTarget = null;
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localZoomTarget = null;
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}
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}
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}
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}
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/// <summary>
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/// Zoom target as a relative position in the <see cref="Content"/> space.
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/// </summary>
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private float? relativeContentZoomTarget;
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/// <summary>
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/// Zoom target as a position in our local space.
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/// </summary>
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private float? localZoomTarget;
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protected override bool OnWheel(InputState state)
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protected override bool OnWheel(InputState state)
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{
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{
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if (!state.Keyboard.ControlPressed)
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if (!state.Keyboard.ControlPressed)
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return base.OnWheel(state);
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return base.OnWheel(state);
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float relativeContentPosition = Content.ToLocalSpace(state.Mouse.NativeState.Position).X / Content.DrawSize.X;
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relativeContentZoomTarget = Content.ToLocalSpace(state.Mouse.NativeState.Position).X / Content.DrawSize.X;
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float position = ToLocalSpace(state.Mouse.NativeState.Position).X;
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localZoomTarget = ToLocalSpace(state.Mouse.NativeState.Position).X;
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Zoom += state.Mouse.WheelDelta;
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Zoom += state.Mouse.WheelDelta;
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float scrollPos = Content.DrawSize.X * relativeContentPosition - position;
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ScrollTo(scrollPos, false);
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return true;
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return true;
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}
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}
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}
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}
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