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Apply local precision workaround to editor effect section

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Bartłomiej Dach 2024-01-29 11:46:45 +01:00
parent cf97cb1e0c
commit 8a11ff1227
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@ -52,17 +52,38 @@ namespace osu.Game.Screens.Edit.Timing
protected override void OnControlPointChanged(ValueChangedEvent<EffectControlPoint?> point)
{
if (point.NewValue != null)
scrollSpeedSlider.Current.ValueChanged -= updateControlPointFromSlider;
if (point.NewValue is EffectControlPoint newEffectPoint)
{
isRebinding = true;
kiai.Current = point.NewValue.KiaiModeBindable;
scrollSpeedSlider.Current = point.NewValue.ScrollSpeedBindable;
kiai.Current = newEffectPoint.KiaiModeBindable;
scrollSpeedSlider.Current = new BindableDouble
{
MinValue = 0.01,
MaxValue = 10,
Precision = 0.01,
Value = newEffectPoint.ScrollSpeedBindable.Value
};
scrollSpeedSlider.Current.ValueChanged += updateControlPointFromSlider;
// at this point in time the above is enough to keep the slider control in sync with reality,
// since undo/redo causes `OnControlPointChanged()` to fire.
// whenever that stops being the case, or there is a possibility that the scroll speed could be changed
// by something else other than this control, this code should probably be revisited to have a binding in the other direction, too.
isRebinding = false;
}
}
private void updateControlPointFromSlider(ValueChangedEvent<double> scrollSpeed)
{
if (ControlPoint.Value is not EffectControlPoint effectPoint || isRebinding)
return;
effectPoint.ScrollSpeedBindable.Value = scrollSpeed.NewValue;
}
protected override EffectControlPoint CreatePoint()
{
var reference = Beatmap.ControlPointInfo.EffectPointAt(SelectedGroup.Value.Time);