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[gui] adds new info label Player.SeekStepSize #6387
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BTW should we do this for analog as well? |
hmmm, a separate var might be nice, or at least a way for skins to differ between smart seeking and other seek methods, because I don't think the step size info is relevant with fixed seek steps. Also we have to think about simmulating the old behavior - when I do so I probably don't need to see a "+30 sec" info huge on screen while with smart seeking it's a necessity. So maybe some "seekMode" var? |
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@da-anda agree and I've added a new info label |
@@ -141,7 +141,10 @@ void CSeekHandler::Seek(bool forward, float amount, float duration /* = 0 */, bo | |||
if (g_infoManager.GetTotalPlayTime()) | |||
percentPerSecond = 100.0f / (float)g_infoManager.GetTotalPlayTime(); | |||
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m_percent = m_percentPlayTime + percentPerSecond * GetSeekSeconds(forward); | |||
int seekSeconds = GetSeekSeconds(forward); | |||
g_infoManager.SetSeekStepSize(seekSeconds); |
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skin changes are ok with me. |
@da-anda any objections apart from your question? |
@xhaggi - nope, good to go I think, haven't tested it though |
jenkins build this please |
[gui] adds new info label Player.SeekStepSize
This will updates the seek offset in CGUIInfoManager for every call to CSeekHandler::Seek() if using smart seeking which gives us the possibility to output the seek step size before the seek is processed.
@da-anda mind taking a look .. might we use a different GUI info var as
Player.SeekOffset
e.g.Player.SeekStepSize
?