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Merge #6365
6365: Fix erratic smooth scrolling when scroll time is changed r=def- a=Robyt3 Remember the maximum animation time when initiating a smooth scroll, so the smooth scrolling does not change erratically when `ui_smooth_scroll_time` is changed while smooth scrolling is in progress. ## Checklist - [X] Tested the change ingame - [ ] Provided screenshots if it is a visual change - [ ] Tested in combination with possibly related configuration options - [ ] Written a unit test (especially base/) or added coverage to integration test - [ ] Considered possible null pointers and out of bounds array indexing - [ ] Changed no physics that affect existing maps - [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional) Co-authored-by: Robert Müller <robytemueller@gmail.com>
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commit
8acda309b0
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@ -13,6 +13,7 @@ CScrollRegion::CScrollRegion()
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{
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m_ScrollY = 0.0f;
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m_ContentH = 0.0f;
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m_AnimTimeMax = 0.0f;
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m_AnimTime = 0.0f;
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m_AnimInitScrollY = 0.0f;
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m_AnimTargetScrollY = 0.0f;
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@ -68,23 +69,23 @@ void CScrollRegion::End()
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CUIRect RegionRect = m_ClipRect;
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RegionRect.w += m_Params.m_ScrollbarWidth;
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const float AnimationDuration = g_Config.m_UiSmoothScrollTime / 1000.0f;
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if(UI()->Enabled() && UI()->MouseHovered(&RegionRect))
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{
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const bool IsPageScroll = Input()->AltIsPressed();
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const float ScrollUnit = IsPageScroll ? m_ClipRect.h : m_Params.m_ScrollUnit;
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float ScrollDirection = 0.0f;
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if(UI()->ConsumeHotkey(CUI::HOTKEY_SCROLL_UP))
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{
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m_AnimTime = AnimationDuration;
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m_AnimInitScrollY = m_ScrollY;
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m_AnimTargetScrollY -= ScrollUnit;
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}
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ScrollDirection = -1.0f;
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else if(UI()->ConsumeHotkey(CUI::HOTKEY_SCROLL_DOWN))
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ScrollDirection = 1.0f;
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if(ScrollDirection != 0.0f)
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{
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m_AnimTime = AnimationDuration;
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const bool IsPageScroll = Input()->AltIsPressed();
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const float ScrollUnit = IsPageScroll ? m_ClipRect.h : m_Params.m_ScrollUnit;
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m_AnimTimeMax = g_Config.m_UiSmoothScrollTime / 1000.0f;
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m_AnimTime = m_AnimTimeMax;
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m_AnimInitScrollY = m_ScrollY;
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m_AnimTargetScrollY += ScrollUnit;
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m_AnimTargetScrollY += ScrollDirection * ScrollUnit;
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}
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}
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@ -111,7 +112,7 @@ void CScrollRegion::End()
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if(m_AnimTime > 0.0f)
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{
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m_AnimTime -= Client()->RenderFrameTime();
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float AnimProgress = (1.0f - powf(m_AnimTime / AnimationDuration, 3.0f)); // cubic ease out
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float AnimProgress = (1.0f - powf(m_AnimTime / m_AnimTimeMax, 3.0f)); // cubic ease out
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m_ScrollY = m_AnimInitScrollY + (m_AnimTargetScrollY - m_AnimInitScrollY) * AnimProgress;
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}
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else
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@ -91,6 +91,7 @@ private:
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float m_ContentH;
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float m_RequestScrollY; // [0, ContentHeight]
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float m_AnimTimeMax;
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float m_AnimTime;
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float m_AnimInitScrollY;
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float m_AnimTargetScrollY;
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