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mirror of https://github.com/ppy/osu.git synced 2024-09-22 00:47:24 +08:00

Change logic to be more resilient by identifying user scroll events

This commit is contained in:
Dean Herbert 2020-03-13 12:30:27 +09:00
parent 5f8d180b5e
commit ac70fcc544

View File

@ -66,7 +66,7 @@ namespace osu.Game.Screens.Select
/// </summary> /// </summary>
public bool BeatmapSetsLoaded { get; private set; } public bool BeatmapSetsLoaded { get; private set; }
private readonly OsuScrollContainer scroll; private readonly CarouselScrollContainer scroll;
private IEnumerable<CarouselBeatmapSet> beatmapSets => root.Children.OfType<CarouselBeatmapSet>(); private IEnumerable<CarouselBeatmapSet> beatmapSets => root.Children.OfType<CarouselBeatmapSet>();
@ -424,7 +424,7 @@ namespace osu.Game.Screens.Select
root.Filter(activeCriteria); root.Filter(activeCriteria);
itemsCache.Invalidate(); itemsCache.Invalidate();
if (alwaysResetScrollPosition || isAtScrollTarget) if (alwaysResetScrollPosition || !scroll.UserScrolling)
ScrollToSelected(); ScrollToSelected();
} }
@ -695,11 +695,6 @@ namespace osu.Game.Screens.Select
itemsCache.Validate(); itemsCache.Validate();
} }
/// <summary>
/// Denotes whether the current scroll position is roughly at the scroll target (the current selection).
/// </summary>
private bool isAtScrollTarget => scrollTarget != null && Precision.AlmostEquals(scrollTarget.Value, scroll.Current, 150);
private bool firstScroll = true; private bool firstScroll = true;
private void updateScrollPosition() private void updateScrollPosition()
@ -779,6 +774,23 @@ namespace osu.Game.Screens.Select
{ {
private bool rightMouseScrollBlocked; private bool rightMouseScrollBlocked;
/// <summary>
/// Whether the last scroll event was user triggered, directly on the scroll container.
/// </summary>
public bool UserScrolling { get; private set; }
protected override void OnUserScroll(float value, bool animated = true, double? distanceDecay = null)
{
UserScrolling = true;
base.OnUserScroll(value, animated, distanceDecay);
}
public new void ScrollTo(float value, bool animated = true, double? distanceDecay = null)
{
UserScrolling = false;
base.ScrollTo(value, animated, distanceDecay);
}
protected override bool OnMouseDown(MouseDownEvent e) protected override bool OnMouseDown(MouseDownEvent e)
{ {
if (e.Button == MouseButton.Right) if (e.Button == MouseButton.Right)