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Change drag adjustments to be linear (and account for partial deltas)
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@ -309,24 +309,37 @@ namespace osu.Game.Overlays.Volume
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private const double max_acceleration = 5;
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private const double acceleration_multiplier = 1.8;
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private const float mouse_drag_divisor = 20;
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private ScheduledDelegate accelerationDebounce;
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private void resetAcceleration() => accelerationModifier = 1;
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private float dragDelta = 0;
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protected override bool OnDragStart(DragStartEvent e)
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{
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adjust(-e.Delta.Y / mouse_drag_divisor, true);
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dragDelta = 0;
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adjustFromDrag(e.Delta);
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return true;
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}
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protected override void OnDrag(DragEvent e)
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{
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adjust(-e.Delta.Y / mouse_drag_divisor, true);
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adjustFromDrag(e.Delta);
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base.OnDrag(e);
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}
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private void adjustFromDrag(Vector2 delta)
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{
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const float mouse_drag_divisor = 200;
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dragDelta += delta.Y / mouse_drag_divisor;
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if (Math.Abs(dragDelta) < 0.01) return;
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Volume -= dragDelta;
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dragDelta = 0;
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}
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private void adjust(double delta, bool isPrecise)
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{
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if (delta == 0)
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