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Merge pull request #3759 from peppy/fix-editor-precise-scroll

Fix precision scroll events being handled incorrectly by editor
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Dan Balasescu 2018-11-23 10:34:42 +09:00 committed by GitHub
commit 91b484a643
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2 changed files with 27 additions and 10 deletions

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@ -228,15 +228,19 @@ namespace osu.Game.Overlays.Volume
public void Decrease(double amount = 1, bool isPrecise = false) => adjust(-amount, isPrecise);
// because volume precision is set to 0.01, this local is required to keep track of more precise adjustments and only apply when possible.
private double adjustAccumulator;
private double scrollAccumulation;
private void adjust(double delta, bool isPrecise)
{
adjustAccumulator += delta * adjust_step * (isPrecise ? 0.1 : 1);
if (Math.Abs(adjustAccumulator) < Bindable.Precision)
return;
Volume += adjustAccumulator;
adjustAccumulator = 0;
scrollAccumulation += delta * adjust_step * (isPrecise ? 0.1 : 1);
var precision = Bindable.Precision;
while (Math.Abs(scrollAccumulation) > precision)
{
Volume += Math.Sign(scrollAccumulation) * precision;
scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision);
}
}
protected override bool OnScroll(ScrollEvent e)

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@ -1,6 +1,7 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osuTK.Graphics;
using osu.Framework.Screens;
using osu.Game.Screens.Backgrounds;
@ -181,12 +182,24 @@ namespace osu.Game.Screens.Edit
LoadComponentAsync(currentScreen, screenContainer.Add);
}
private double scrollAccumulation;
protected override bool OnScroll(ScrollEvent e)
{
if (e.ScrollDelta.X + e.ScrollDelta.Y > 0)
clock.SeekBackward(!clock.IsRunning);
else
clock.SeekForward(!clock.IsRunning);
scrollAccumulation += (e.ScrollDelta.X + e.ScrollDelta.Y) * (e.IsPrecise ? 0.1 : 1);
const int precision = 1;
while (Math.Abs(scrollAccumulation) > precision)
{
if (scrollAccumulation > 0)
clock.SeekBackward(!clock.IsRunning);
else
clock.SeekForward(!clock.IsRunning);
scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision);
}
return true;
}