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Merge pull request #10674 from peppy/editor-timeline-scroll-mousewheel
Change editor timeline mouse wheel handling to scroll by default (and zoom with alt held)
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commit
66e725b6a2
@ -7,13 +7,14 @@ using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Utils;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Screens.Edit.Compose.Components.Timeline;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Editing
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{
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@ -88,6 +89,7 @@ namespace osu.Game.Tests.Visual.Editing
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// Scroll in at 0.25
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AddStep("Move mouse to 0.25x", () => InputManager.MoveMouseTo(new Vector2(scrollQuad.TopLeft.X + 0.25f * scrollQuad.Size.X, scrollQuad.Centre.Y)));
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AddStep("Press alt down", () => InputManager.PressKey(Key.AltLeft));
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AddStep("Scroll by 3", () => InputManager.ScrollBy(new Vector2(0, 3)));
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AddAssert("Box not at 0", () => !Precision.AlmostEquals(boxQuad.TopLeft, scrollQuad.TopLeft));
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AddAssert("Box 1/4 at 1/4", () => Precision.AlmostEquals(boxQuad.TopLeft.X + 0.25f * boxQuad.Size.X, scrollQuad.TopLeft.X + 0.25f * scrollQuad.Size.X));
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@ -96,6 +98,25 @@ namespace osu.Game.Tests.Visual.Editing
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AddStep("Scroll by -3", () => InputManager.ScrollBy(new Vector2(0, -3)));
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AddAssert("Box at 0", () => Precision.AlmostEquals(boxQuad.TopLeft, scrollQuad.TopLeft));
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AddAssert("Box 1/4 at 1/4", () => Precision.AlmostEquals(boxQuad.TopLeft.X + 0.25f * boxQuad.Size.X, scrollQuad.TopLeft.X + 0.25f * scrollQuad.Size.X));
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AddStep("Release alt", () => InputManager.ReleaseKey(Key.AltLeft));
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}
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[Test]
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public void TestMouseZoomInThenScroll()
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{
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reset();
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// Scroll in at 0.25
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AddStep("Move mouse to 0.25x", () => InputManager.MoveMouseTo(new Vector2(scrollQuad.TopLeft.X + 0.25f * scrollQuad.Size.X, scrollQuad.Centre.Y)));
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AddStep("Press alt down", () => InputManager.PressKey(Key.AltLeft));
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AddStep("Zoom by 3", () => InputManager.ScrollBy(new Vector2(0, 3)));
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AddStep("Release alt", () => InputManager.ReleaseKey(Key.AltLeft));
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AddStep("Scroll far left", () => InputManager.ScrollBy(new Vector2(0, 30)));
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AddUntilStep("Scroll is at start", () => Precision.AlmostEquals(scrollQuad.TopLeft.X, boxQuad.TopLeft.X, 1));
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AddStep("Scroll far right", () => InputManager.ScrollBy(new Vector2(0, -300)));
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AddUntilStep("Scroll is at end", () => Precision.AlmostEquals(scrollQuad.TopRight.X, boxQuad.TopRight.X, 1));
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}
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[Test]
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@ -103,6 +124,8 @@ namespace osu.Game.Tests.Visual.Editing
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{
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reset();
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AddStep("Press alt down", () => InputManager.PressKey(Key.AltLeft));
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// Scroll in at 0.25
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AddStep("Move mouse to 0.25x", () => InputManager.MoveMouseTo(new Vector2(scrollQuad.TopLeft.X + 0.25f * scrollQuad.Size.X, scrollQuad.Centre.Y)));
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AddStep("Scroll by 1", () => InputManager.ScrollBy(new Vector2(0, 1)));
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@ -124,6 +147,8 @@ namespace osu.Game.Tests.Visual.Editing
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AddStep("Move mouse to 0.25x", () => InputManager.MoveMouseTo(new Vector2(scrollQuad.TopLeft.X + 0.25f * scrollQuad.Size.X, scrollQuad.Centre.Y)));
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AddStep("Scroll by -1", () => InputManager.ScrollBy(new Vector2(0, -1)));
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AddAssert("Box at 0", () => Precision.AlmostEquals(boxQuad.TopLeft, scrollQuad.TopLeft));
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AddStep("Release alt", () => InputManager.ReleaseKey(Key.AltLeft));
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}
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private void reset()
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@ -113,19 +113,19 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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protected override bool OnScroll(ScrollEvent e)
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{
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if (e.IsPrecise)
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if (e.AltPressed)
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{
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// can't handle scroll correctly while playing.
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// the editor will handle this case for us.
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if (editorClock?.IsRunning == true)
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return false;
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// for now, we don't support zoom when using a precision scroll device. this needs gesture support.
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return base.OnScroll(e);
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// zoom when holding alt.
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setZoomTarget(zoomTarget + e.ScrollDelta.Y, zoomedContent.ToLocalSpace(e.ScreenSpaceMousePosition).X);
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return true;
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}
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setZoomTarget(zoomTarget + e.ScrollDelta.Y, zoomedContent.ToLocalSpace(e.ScreenSpaceMousePosition).X);
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return true;
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// can't handle scroll correctly while playing.
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// the editor will handle this case for us.
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if (editorClock?.IsRunning == true)
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return false;
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return base.OnScroll(e);
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}
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private void updateZoomedContentWidth() => zoomedContent.Width = DrawWidth * currentZoom;
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