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Merge pull request #11499 from peppy/fix-editor-scroll-interruption
Fix inability to interrupt timeline flick-scrolls by other means
This commit is contained in:
commit
658370ff38
@ -332,7 +332,7 @@ namespace osu.Game.Rulesets.Edit
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EditorBeatmap.Add(hitObject);
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EditorBeatmap.Add(hitObject);
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if (EditorClock.CurrentTime < hitObject.StartTime)
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if (EditorClock.CurrentTime < hitObject.StartTime)
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EditorClock.SeekTo(hitObject.StartTime);
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EditorClock.SeekSmoothlyTo(hitObject.StartTime);
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}
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}
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}
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}
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@ -58,7 +58,7 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Parts
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return;
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return;
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float markerPos = Math.Clamp(ToLocalSpace(screenPosition).X, 0, DrawWidth);
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float markerPos = Math.Clamp(ToLocalSpace(screenPosition).X, 0, DrawWidth);
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editorClock.SeekTo(markerPos / DrawWidth * editorClock.TrackLength);
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editorClock.SeekSmoothlyTo(markerPos / DrawWidth * editorClock.TrackLength);
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});
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});
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}
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}
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@ -170,7 +170,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (clickedBlueprint == null || SelectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered) != clickedBlueprint)
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if (clickedBlueprint == null || SelectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered) != clickedBlueprint)
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return false;
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return false;
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EditorClock?.SeekTo(clickedBlueprint.HitObject.StartTime);
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EditorClock?.SeekSmoothlyTo(clickedBlueprint.HitObject.StartTime);
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return true;
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return true;
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}
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}
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@ -155,12 +155,14 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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seekTrackToCurrent();
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seekTrackToCurrent();
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else if (!editorClock.IsRunning)
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else if (!editorClock.IsRunning)
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{
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{
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// The track isn't running. There are two cases we have to be wary of:
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// The track isn't running. There are three cases we have to be wary of:
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// 1) The user flick-drags on this timeline: We want the track to follow us
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// 1) The user flick-drags on this timeline and we are applying an interpolated seek on the clock, until interrupted by 2 or 3.
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// 2) The user changes the track time through some other means (scrolling in the editor or overview timeline): We want to follow the track time
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// 2) The user changes the track time through some other means (scrolling in the editor or overview timeline; clicking a hitobject etc.). We want the timeline to track the clock's time.
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// 3) An ongoing seek transform is running from an external seek. We want the timeline to track the clock's time.
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// The simplest way to cover both cases is by checking whether the scroll position has changed and the audio hasn't been changed externally
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// The simplest way to cover the first two cases is by checking whether the scroll position has changed and the audio hasn't been changed externally
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if (Current != lastScrollPosition && editorClock.CurrentTime == lastTrackTime)
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// Checking IsSeeking covers the third case, where the transform may not have been applied yet.
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if (Current != lastScrollPosition && editorClock.CurrentTime == lastTrackTime && !editorClock.IsSeeking)
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seekTrackToCurrent();
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seekTrackToCurrent();
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else
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else
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scrollToTrackTime();
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scrollToTrackTime();
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@ -35,6 +35,11 @@ namespace osu.Game.Screens.Edit
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private readonly Bindable<bool> seekingOrStopped = new Bindable<bool>(true);
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private readonly Bindable<bool> seekingOrStopped = new Bindable<bool>(true);
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/// <summary>
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/// Whether a seek is currently in progress. True for the duration of a seek performed via <see cref="SeekSmoothlyTo"/>.
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/// </summary>
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public bool IsSeeking { get; private set; }
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public EditorClock(WorkingBeatmap beatmap, BindableBeatDivisor beatDivisor)
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public EditorClock(WorkingBeatmap beatmap, BindableBeatDivisor beatDivisor)
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: this(beatmap.Beatmap.ControlPointInfo, beatmap.Track.Length, beatDivisor)
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: this(beatmap.Beatmap.ControlPointInfo, beatmap.Track.Length, beatDivisor)
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{
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{
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@ -111,7 +116,7 @@ namespace osu.Game.Screens.Edit
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if (!snapped || ControlPointInfo.TimingPoints.Count == 0)
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if (!snapped || ControlPointInfo.TimingPoints.Count == 0)
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{
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{
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SeekTo(seekTime);
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SeekSmoothlyTo(seekTime);
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return;
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return;
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}
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}
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@ -145,11 +150,11 @@ namespace osu.Game.Screens.Edit
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// Ensure the sought point is within the boundaries
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// Ensure the sought point is within the boundaries
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seekTime = Math.Clamp(seekTime, 0, TrackLength);
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seekTime = Math.Clamp(seekTime, 0, TrackLength);
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SeekTo(seekTime);
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SeekSmoothlyTo(seekTime);
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}
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}
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/// <summary>
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/// <summary>
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/// The current time of this clock, include any active transform seeks performed via <see cref="SeekTo"/>.
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/// The current time of this clock, include any active transform seeks performed via <see cref="SeekSmoothlyTo"/>.
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/// </summary>
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/// </summary>
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public double CurrentTimeAccurate =>
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public double CurrentTimeAccurate =>
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Transforms.OfType<TransformSeek>().FirstOrDefault()?.EndValue ?? CurrentTime;
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Transforms.OfType<TransformSeek>().FirstOrDefault()?.EndValue ?? CurrentTime;
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@ -176,12 +181,29 @@ namespace osu.Game.Screens.Edit
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public bool Seek(double position)
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public bool Seek(double position)
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{
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{
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seekingOrStopped.Value = true;
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seekingOrStopped.Value = IsSeeking = true;
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ClearTransforms();
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ClearTransforms();
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return underlyingClock.Seek(position);
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return underlyingClock.Seek(position);
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}
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}
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/// <summary>
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/// Seek smoothly to the provided destination.
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/// Use <see cref="Seek"/> to perform an immediate seek.
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/// </summary>
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/// <param name="seekDestination"></param>
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public void SeekSmoothlyTo(double seekDestination)
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{
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seekingOrStopped.Value = true;
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if (IsRunning)
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Seek(seekDestination);
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else
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{
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transformSeekTo(seekDestination, transform_time, Easing.OutQuint);
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}
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}
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public void ResetSpeedAdjustments() => underlyingClock.ResetSpeedAdjustments();
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public void ResetSpeedAdjustments() => underlyingClock.ResetSpeedAdjustments();
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double IAdjustableClock.Rate
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double IAdjustableClock.Rate
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@ -229,6 +251,8 @@ namespace osu.Game.Screens.Edit
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{
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{
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if (seekingOrStopped.Value)
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if (seekingOrStopped.Value)
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{
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{
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IsSeeking &= Transforms.Any();
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if (track.Value?.IsRunning != true)
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if (track.Value?.IsRunning != true)
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{
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{
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// seeking in the editor can happen while the track isn't running.
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// seeking in the editor can happen while the track isn't running.
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@ -239,20 +263,10 @@ namespace osu.Game.Screens.Edit
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// we are either running a seek tween or doing an immediate seek.
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// we are either running a seek tween or doing an immediate seek.
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// in the case of an immediate seek the seeking bool will be set to false after one update.
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// in the case of an immediate seek the seeking bool will be set to false after one update.
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// this allows for silencing hit sounds and the likes.
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// this allows for silencing hit sounds and the likes.
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seekingOrStopped.Value = Transforms.Any();
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seekingOrStopped.Value = IsSeeking;
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}
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}
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}
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}
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public void SeekTo(double seekDestination)
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{
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seekingOrStopped.Value = true;
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if (IsRunning)
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Seek(seekDestination);
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else
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transformSeekTo(seekDestination, transform_time, Easing.OutQuint);
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}
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private void transformSeekTo(double seek, double duration = 0, Easing easing = Easing.None)
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private void transformSeekTo(double seek, double duration = 0, Easing easing = Easing.None)
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=> this.TransformTo(this.PopulateTransform(new TransformSeek(), seek, duration, easing));
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=> this.TransformTo(this.PopulateTransform(new TransformSeek(), seek, duration, easing));
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@ -206,7 +206,7 @@ namespace osu.Game.Screens.Edit.Timing
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Action = () =>
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Action = () =>
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{
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{
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selectedGroup.Value = controlGroup;
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selectedGroup.Value = controlGroup;
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clock.SeekTo(controlGroup.Time);
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clock.SeekSmoothlyTo(controlGroup.Time);
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};
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};
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}
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}
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