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Merge branch 'master' into add-editor-nudging-support
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@ -71,7 +71,13 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// Put earlier blueprints towards the end of the list, so they handle input first
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int i = yObj.HitObject.StartTime.CompareTo(xObj.HitObject.StartTime);
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return i == 0 ? CompareReverseChildID(x, y) : i;
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if (i != 0) return i;
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// Fall back to end time if the start time is equal.
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i = yObj.HitObject.GetEndTime().CompareTo(xObj.HitObject.GetEndTime());
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return i == 0 ? CompareReverseChildID(y, x) : i;
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}
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}
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}
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@ -2,6 +2,8 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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@ -121,14 +123,55 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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}
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base.Update();
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updateStacking();
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}
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private void updateStacking()
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{
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// because only blueprints of objects which are alive (via pooling) are displayed in the timeline, it's feasible to do this every-update.
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const int stack_offset = 5;
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// after the stack gets this tall, we can presume there is space underneath to draw subsequent blueprints.
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const int stack_reset_count = 3;
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Stack<HitObject> currentConcurrentObjects = new Stack<HitObject>();
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foreach (var b in SelectionBlueprints.Reverse())
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{
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// remove objects from the stack as long as their end time is in the past.
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while (currentConcurrentObjects.TryPeek(out HitObject hitObject))
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{
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if (Precision.AlmostBigger(hitObject.GetEndTime(), b.HitObject.StartTime, 1))
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break;
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currentConcurrentObjects.Pop();
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}
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// if the stack gets too high, we should have space below it to display the next batch of objects.
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// importantly, we only do this if time has incremented, else a stack of hitobjects all at the same time value would start to overlap themselves.
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if (currentConcurrentObjects.TryPeek(out HitObject h) && !Precision.AlmostEquals(h.StartTime, b.HitObject.StartTime, 1))
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{
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if (currentConcurrentObjects.Count >= stack_reset_count)
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currentConcurrentObjects.Clear();
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}
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b.Y = -(stack_offset * currentConcurrentObjects.Count);
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currentConcurrentObjects.Push(b.HitObject);
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}
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}
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protected override SelectionHandler CreateSelectionHandler() => new TimelineSelectionHandler();
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protected override SelectionBlueprint CreateBlueprintFor(HitObject hitObject) => new TimelineHitObjectBlueprint(hitObject)
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protected override SelectionBlueprint CreateBlueprintFor(HitObject hitObject)
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{
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OnDragHandled = handleScrollViaDrag
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};
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return new TimelineHitObjectBlueprint(hitObject)
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{
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OnDragHandled = handleScrollViaDrag
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};
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}
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protected override DragBox CreateDragBox(Action<RectangleF> performSelect) => new TimelineDragBox(performSelect);
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@ -203,7 +246,13 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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Box.X = Math.Min(rescaledStart, rescaledEnd);
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Box.Width = Math.Abs(rescaledStart - rescaledEnd);
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PerformSelection?.Invoke(Box.ScreenSpaceDrawQuad.AABBFloat);
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var boxScreenRect = Box.ScreenSpaceDrawQuad.AABBFloat;
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// we don't care about where the hitobjects are vertically. in cases like stacking display, they may be outside the box without this adjustment.
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boxScreenRect.Y -= boxScreenRect.Height;
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boxScreenRect.Height *= 2;
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PerformSelection?.Invoke(boxScreenRect);
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}
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public override void Hide()
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