Пример #1
0
 protected override bool OnScroll(InputState state)
 {
     if (state.Mouse.ScrollDelta.X + state.Mouse.ScrollDelta.Y > 0)
     {
         clock.SeekBackward(!clock.IsRunning);
     }
     else
     {
         clock.SeekForward(!clock.IsRunning);
     }
     return(true);
 }
Пример #2
0
 protected override bool OnScroll(ScrollEvent e)
 {
     if (e.ScrollDelta.X + e.ScrollDelta.Y > 0)
     {
         clock.SeekBackward(!clock.IsRunning);
     }
     else
     {
         clock.SeekForward(!clock.IsRunning);
     }
     return(true);
 }
Пример #3
0
 protected override bool OnWheel(InputState state)
 {
     if (state.Mouse.WheelDelta > 0)
     {
         clock.SeekBackward(true);
     }
     else
     {
         clock.SeekForward(true);
     }
     return(true);
 }
Пример #4
0
        private void seek(UIEvent e, int direction)
        {
            double amount = e.ShiftPressed ? 2 : 1;

            if (direction < 1)
            {
                clock.SeekBackward(!clock.IsRunning, amount);
            }
            else
            {
                clock.SeekForward(!clock.IsRunning, amount);
            }
        }
Пример #5
0
        private void seek(UIEvent e, int direction)
        {
            double amount = e.ShiftPressed ? 4 : 1;

            bool trackPlaying = clock.IsRunning;

            if (trackPlaying)
            {
                // generally users are not looking to perform tiny seeks when the track is playing,
                // so seeks should always be by one full beat, bypassing the beatDivisor.
                // this multiplication undoes the division that will be applied in the underlying seek operation.
                amount *= beatDivisor.Value;
            }

            if (direction < 1)
            {
                clock.SeekBackward(!trackPlaying, amount);
            }
            else
            {
                clock.SeekForward(!trackPlaying, amount);
            }
        }