Add a bit more animation when adjusting

This commit is contained in:
Dean Herbert 2022-06-15 15:56:59 +09:00
parent 5eb56ab814
commit 3df9d7c9e1
1 changed files with 31 additions and 3 deletions

View File

@ -8,7 +8,9 @@
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Transforms;
using osu.Framework.Input.Events;
using osu.Framework.Threading;
using osu.Game.Input.Bindings;
using osuTK.Graphics;
@ -32,7 +34,7 @@ private void load(NowPlayingOverlay music)
StateContainer = music;
Flow.Padding = new MarginPadding { Horizontal = Toolbar.HEIGHT / 4 };
Flow.Add(new Container
Flow.Add(volumeDisplay = new Container
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
@ -66,20 +68,46 @@ private void load(NowPlayingOverlay music)
private VolumeOverlay volume { get; set; }
private IBindable<double> globalVolume;
private Container volumeDisplay;
protected override void LoadComplete()
{
base.LoadComplete();
globalVolume = audio.Volume.GetBoundCopy();
globalVolume.BindValueChanged(v => volumeBar.Height = (float)v.NewValue, true);
globalVolume.BindValueChanged(v => volumeBar.ResizeHeightTo((float)v.NewValue, 200, Easing.OutQuint), true);
}
protected override bool OnScroll(ScrollEvent e)
{
volume?.FocusMasterVolume();
focusForAdjustment();
volume?.Adjust(GlobalAction.IncreaseVolume, e.ScrollDelta.Y, e.IsPrecise);
return true;
}
private void focusForAdjustment()
{
volume?.FocusMasterVolume();
expandVolumeBarTemporarily();
}
private TransformSequence<Container> expandTransform;
private ScheduledDelegate contractTransform;
private void expandVolumeBarTemporarily()
{
// avoid starting a new transform if one is already active.
if (expandTransform == null)
{
expandTransform = volumeDisplay.ResizeWidthTo(6, 500, Easing.OutQuint);
expandTransform.Finally(_ => expandTransform = null);
}
contractTransform?.Cancel();
contractTransform = Scheduler.AddDelayed(() =>
{
volumeDisplay.ResizeWidthTo(3f, 500, Easing.OutQuint);
}, 1000);
}
}
}