diff --git a/osu.Game/Screens/Edit/Editor.cs b/osu.Game/Screens/Edit/Editor.cs index 9f61589c36..d92f3922c3 100644 --- a/osu.Game/Screens/Edit/Editor.cs +++ b/osu.Game/Screens/Edit/Editor.cs @@ -275,11 +275,22 @@ namespace osu.Game.Screens.Edit protected override bool OnScroll(ScrollEvent e) { - scrollAccumulation += (e.ScrollDelta.X + e.ScrollDelta.Y) * (e.IsPrecise ? 0.1 : 1); + const double precision = 1; - const int precision = 1; + double scrollComponent = e.ScrollDelta.X + e.ScrollDelta.Y; - while (Math.Abs(scrollAccumulation) > precision) + double scrollDirection = Math.Sign(scrollComponent); + + // this is a special case to handle the "pivot" scenario. + // if we are precise scrolling in one direction then change our mind and scroll backwards, + // the existing accumulation should be applied in the inverse direction to maintain responsiveness. + if (Math.Sign(scrollAccumulation) != scrollDirection) + scrollAccumulation = scrollDirection * (precision - Math.Abs(scrollAccumulation)); + + scrollAccumulation += scrollComponent * (e.IsPrecise ? 0.1 : 1); + + // because we are doing snapped seeking, we need to add up precise scrolls until they accumulate to an arbitrary cut-off. + while (Math.Abs(scrollAccumulation) >= precision) { if (scrollAccumulation > 0) seek(e, -1); diff --git a/osu.Game/Screens/Edit/EditorClock.cs b/osu.Game/Screens/Edit/EditorClock.cs index dd934c10cd..36f3efec58 100644 --- a/osu.Game/Screens/Edit/EditorClock.cs +++ b/osu.Game/Screens/Edit/EditorClock.cs @@ -120,7 +120,7 @@ namespace osu.Game.Screens.Edit // Due to the rounding above, we may end up on the current beat. This will effectively cause 0 seeking to happen, but we don't want this. // Instead, we'll go to the next beat in the direction when this is the case - if (Precision.AlmostEquals(current, seekTime)) + if (Precision.AlmostEquals(current, seekTime, 1)) { closestBeat += direction > 0 ? 1 : -1; seekTime = timingPoint.Time + closestBeat * seekAmount;