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Use hit object time for timeline selection
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8d29e9e76b
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@ -304,10 +304,20 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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/// </summary>
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public double VisibleRange => editorClock.TrackLength / Zoom;
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public SnapResult FindSnappedPositionAndTime(Vector2 screenSpacePosition, SnapType snapType = SnapType.All) =>
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new SnapResult(screenSpacePosition, beatSnapProvider.SnapTime(getTimeFromPosition(Content.ToLocalSpace(screenSpacePosition))));
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public double TimeAtPosition(float x)
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{
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return x / Content.DrawWidth * editorClock.TrackLength;
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}
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private double getTimeFromPosition(Vector2 localPosition) =>
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(localPosition.X / Content.DrawWidth) * editorClock.TrackLength;
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public float PositionAtTime(double time)
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{
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return (float)(time / editorClock.TrackLength * Content.DrawWidth);
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}
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public SnapResult FindSnappedPositionAndTime(Vector2 screenSpacePosition, SnapType snapType = SnapType.All)
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{
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double time = TimeAtPosition(Content.ToLocalSpace(screenSpacePosition).X);
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return new SnapResult(screenSpacePosition, beatSnapProvider.SnapTime(time));
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}
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}
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}
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@ -175,7 +175,29 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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};
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}
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protected override DragBox CreateDragBox() => new TimelineDragBox();
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protected sealed override DragBox CreateDragBox() => new TimelineDragBox();
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protected override void UpdateSelectionFromDragBox()
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{
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var dragBox = (TimelineDragBox)DragBox;
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double minTime = dragBox.MinTime;
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double maxTime = dragBox.MaxTime;
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Console.WriteLine($"{minTime}, {maxTime}");
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// TODO: performance
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foreach (var hitObject in Beatmap.HitObjects)
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{
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bool shouldBeSelected = minTime <= hitObject.StartTime && hitObject.StartTime <= maxTime;
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bool isSelected = SelectedItems.Contains(hitObject);
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if (isSelected != shouldBeSelected)
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{
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if (!isSelected)
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SelectedItems.Add(hitObject);
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else
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SelectedItems.Remove(hitObject);
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}
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}
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}
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private void handleScrollViaDrag(DragEvent e)
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{
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@ -14,11 +14,13 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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public class TimelineDragBox : DragBox
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{
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// the following values hold the start and end X positions of the drag box in the timeline's local space,
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// but with zoom unapplied in order to be able to compensate for positional changes
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// while the timeline is being zoomed in/out.
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private float? selectionStart;
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private float selectionEnd;
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public double MinTime => Math.Min(startTime.Value, endTime);
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public double MaxTime => Math.Max(startTime.Value, endTime);
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private double? startTime;
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private double endTime;
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[Resolved]
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private Timeline timeline { get; set; }
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@ -31,37 +33,17 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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public override void HandleDrag(MouseButtonEvent e)
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{
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selectionStart ??= e.MouseDownPosition.X / timeline.CurrentZoom;
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startTime ??= timeline.TimeAtPosition(e.MouseDownPosition.X);
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endTime = timeline.TimeAtPosition(e.MousePosition.X);
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// only calculate end when a transition is not in progress to avoid bouncing.
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if (Precision.AlmostEquals(timeline.CurrentZoom, timeline.Zoom))
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selectionEnd = e.MousePosition.X / timeline.CurrentZoom;
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updateDragBoxPosition();
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}
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private void updateDragBoxPosition()
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{
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if (selectionStart == null)
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return;
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float rescaledStart = selectionStart.Value * timeline.CurrentZoom;
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float rescaledEnd = selectionEnd * timeline.CurrentZoom;
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Box.X = Math.Min(rescaledStart, rescaledEnd);
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Box.Width = Math.Abs(rescaledStart - rescaledEnd);
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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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Box.X = timeline.PositionAtTime(MinTime);
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Box.Width = timeline.PositionAtTime(MaxTime) - Box.X;
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}
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public override void Hide()
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{
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base.Hide();
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selectionStart = null;
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startTime = null;
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}
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}
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}
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