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https://github.com/ppy/osu
synced 2025-01-19 20:40:52 +00:00
Adjust ScrollDelta
usages to account for normalised IsPrecise
values
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parent
7d93778355
commit
88217e0c98
@ -329,7 +329,7 @@ namespace osu.Game.Overlays.Volume
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if (isPrecise)
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{
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scrollAccumulation += delta * adjust_step * 0.1;
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scrollAccumulation += delta * adjust_step;
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while (Precision.AlmostBigger(Math.Abs(scrollAccumulation), precision))
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{
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@ -26,6 +26,8 @@ namespace osu.Game.Rulesets.Edit
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public abstract class DistancedHitObjectComposer<TObject> : HitObjectComposer<TObject>, IDistanceSnapProvider, IScrollBindingHandler<GlobalAction>
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where TObject : HitObject
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{
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private const float adjust_step = 0.1f;
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public Bindable<double> DistanceSpacingMultiplier { get; } = new BindableDouble(1.0)
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{
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MinValue = 0.1,
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@ -61,7 +63,7 @@ namespace osu.Game.Rulesets.Edit
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Child = distanceSpacingSlider = new ExpandableSlider<double, SizeSlider<double>>
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{
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Current = { BindTarget = DistanceSpacingMultiplier },
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KeyboardStep = 0.1f,
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KeyboardStep = adjust_step,
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}
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}
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});
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@ -93,7 +95,7 @@ namespace osu.Game.Rulesets.Edit
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{
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case GlobalAction.EditorIncreaseDistanceSpacing:
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case GlobalAction.EditorDecreaseDistanceSpacing:
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return adjustDistanceSpacing(e.Action, 0.1f);
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return adjustDistanceSpacing(e.Action, adjust_step);
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}
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return false;
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@ -109,7 +111,7 @@ namespace osu.Game.Rulesets.Edit
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{
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case GlobalAction.EditorIncreaseDistanceSpacing:
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case GlobalAction.EditorDecreaseDistanceSpacing:
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return adjustDistanceSpacing(e.Action, e.ScrollAmount * (e.IsPrecise ? 0.01f : 0.1f));
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return adjustDistanceSpacing(e.Action, e.ScrollAmount * adjust_step);
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}
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return false;
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@ -540,7 +540,7 @@ namespace osu.Game.Screens.Edit
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if (scrollAccumulation != 0 && Math.Sign(scrollAccumulation) != scrollDirection)
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scrollAccumulation = scrollDirection * (precision - Math.Abs(scrollAccumulation));
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scrollAccumulation += scrollComponent * (e.IsPrecise ? 0.1 : 1);
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scrollAccumulation += scrollComponent;
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// because we are doing snapped seeking, we need to add up precise scrolls until they accumulate to an arbitrary cut-off.
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while (Math.Abs(scrollAccumulation) >= precision)
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