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Implement mouse wheel movement in the editor
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3e313a1f44
commit
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@ -5,8 +5,10 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Logging;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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@ -27,6 +29,9 @@ namespace osu.Game.Rulesets.Edit
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private RulesetContainer rulesetContainer;
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private readonly List<Container> layerContainers = new List<Container>();
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private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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private IAdjustableClock adjustableClock;
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protected HitObjectComposer(Ruleset ruleset)
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{
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this.ruleset = ruleset;
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@ -36,12 +41,15 @@ namespace osu.Game.Rulesets.Edit
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[BackgroundDependencyLoader]
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private void load(OsuGameBase osuGame)
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{
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beatmap.BindTo(osuGame.Beatmap);
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try
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{
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rulesetContainer = CreateRulesetContainer(ruleset, osuGame.Beatmap.Value);
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rulesetContainer = CreateRulesetContainer(ruleset, beatmap.Value);
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// TODO: should probably be done at a RulesetContainer level to share logic with Player.
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rulesetContainer.Clock = new InterpolatingFramedClock((IAdjustableClock)osuGame.Beatmap.Value.Track ?? new StopwatchClock());
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adjustableClock = (IAdjustableClock)beatmap.Value.Track ?? new StopwatchClock();
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rulesetContainer.Clock = new InterpolatingFramedClock(adjustableClock);
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}
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catch (Exception e)
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{
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@ -132,6 +140,24 @@ namespace osu.Game.Rulesets.Edit
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});
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}
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protected override bool OnWheel(InputState state)
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{
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var timingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(adjustableClock.CurrentTime);
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const int beat_snap_divisor = 4; // Todo: This should not be a constant
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double beatLength = timingPoint.BeatLength / beat_snap_divisor;
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int direction = state.Mouse.WheelDelta > 0 ? 1 : -1;
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double unsnappedTime = adjustableClock.CurrentTime + beatLength * direction;
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// Unsnapped time may be between two beats, so we need to snap it to the closest beat
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int closestBeat = (int)Math.Round(unsnappedTime / beatLength);
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double snappedTime = closestBeat * beatLength;
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adjustableClock.Seek(snappedTime);
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return true;
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}
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private void setCompositionTool(ICompositionTool tool) => CurrentTool = tool;
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protected virtual RulesetContainer CreateRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap) => ruleset.CreateRulesetContainerWith(beatmap, true);
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