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Use input events rather than scene graph traversals
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e83f6707bf
commit
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@ -163,10 +163,10 @@ namespace osu.Game.Screens.Edit
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switch (e.Key)
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switch (e.Key)
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{
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{
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case Key.Left:
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case Key.Left:
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seek(-1);
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seek(e, -1);
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return true;
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return true;
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case Key.Right:
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case Key.Right:
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seek(1);
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seek(e, 1);
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return true;
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return true;
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}
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}
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@ -184,9 +184,9 @@ namespace osu.Game.Screens.Edit
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while (Math.Abs(scrollAccumulation) > precision)
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while (Math.Abs(scrollAccumulation) > precision)
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{
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{
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if (scrollAccumulation > 0)
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if (scrollAccumulation > 0)
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seek(-1);
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seek(e, -1);
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else
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else
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seek(1);
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seek(e, 1);
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scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision);
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scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision);
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}
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}
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@ -241,9 +241,9 @@ namespace osu.Game.Screens.Edit
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LoadComponentAsync(currentScreen, screenContainer.Add);
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LoadComponentAsync(currentScreen, screenContainer.Add);
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}
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}
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private void seek(int direction)
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private void seek(UIEvent e, int direction)
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{
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{
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double amount = GetContainingInputManager().CurrentState.Keyboard.ShiftPressed ? 2 : 1;
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double amount = e.ShiftPressed ? 2 : 1;
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if (direction < 1)
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if (direction < 1)
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clock.SeekBackward(!clock.IsRunning, amount);
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clock.SeekBackward(!clock.IsRunning, amount);
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