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Merge pull request #10443 from peppy/editor-timeline-tick-display-performance
Improve TimelineTickDisplay performance
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commit
4881a13f4b
@ -5,7 +5,6 @@ using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Game.Screens.Edit.Compose.Components;
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using osu.Game.Screens.Edit.Compose.Components.Timeline;
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using osuTK;
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namespace osu.Game.Tests.Visual.Editing
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@ -13,7 +12,7 @@ namespace osu.Game.Tests.Visual.Editing
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[TestFixture]
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public class TestSceneTimelineTickDisplay : TimelineTestScene
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{
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public override Drawable CreateTestComponent() => new TimelineTickDisplay();
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public override Drawable CreateTestComponent() => Empty(); // tick display is implicitly inside the timeline.
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[BackgroundDependencyLoader]
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private void load()
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@ -1,9 +1,9 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osuTK;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osuTK;
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namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Visualisations
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{
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@ -12,16 +12,23 @@ namespace osu.Game.Screens.Edit.Components.Timelines.Summary.Visualisations
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/// </summary>
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public class PointVisualisation : Box
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{
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public const float WIDTH = 1;
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public PointVisualisation(double startTime)
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: this()
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{
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X = (float)startTime;
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}
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public PointVisualisation()
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{
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Origin = Anchor.TopCentre;
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RelativeSizeAxes = Axes.Y;
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Width = 1;
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EdgeSmoothness = new Vector2(1, 0);
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RelativePositionAxes = Axes.X;
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X = (float)startTime;
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RelativeSizeAxes = Axes.Y;
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Width = WIDTH;
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EdgeSmoothness = new Vector2(WIDTH, 0);
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}
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}
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}
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@ -1,9 +1,11 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Caching;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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@ -12,7 +14,7 @@ using osu.Game.Screens.Edit.Components.Timelines.Summary.Visualisations;
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namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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public class TimelineTickDisplay : TimelinePart
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public class TimelineTickDisplay : TimelinePart<PointVisualisation>
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{
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[Resolved]
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private EditorBeatmap beatmap { get; set; }
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@ -31,15 +33,63 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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RelativeSizeAxes = Axes.Both;
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}
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private readonly Cached tickCache = new Cached();
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[BackgroundDependencyLoader]
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private void load()
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{
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beatDivisor.BindValueChanged(_ => createLines(), true);
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beatDivisor.BindValueChanged(_ => tickCache.Invalidate());
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}
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private void createLines()
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/// <summary>
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/// The visible time/position range of the timeline.
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/// </summary>
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private (float min, float max) visibleRange = (float.MinValue, float.MaxValue);
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/// <summary>
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/// The next time/position value to the left of the display when tick regeneration needs to be run.
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/// </summary>
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private float? nextMinTick;
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/// <summary>
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/// The next time/position value to the right of the display when tick regeneration needs to be run.
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/// </summary>
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private float? nextMaxTick;
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[Resolved(canBeNull: true)]
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private Timeline timeline { get; set; }
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protected override void Update()
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{
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Clear();
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base.Update();
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if (timeline != null)
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{
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var newRange = (
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(ToLocalSpace(timeline.ScreenSpaceDrawQuad.TopLeft).X - PointVisualisation.WIDTH * 2) / DrawWidth * Content.RelativeChildSize.X,
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(ToLocalSpace(timeline.ScreenSpaceDrawQuad.TopRight).X + PointVisualisation.WIDTH * 2) / DrawWidth * Content.RelativeChildSize.X);
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if (visibleRange != newRange)
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{
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visibleRange = newRange;
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// actual regeneration only needs to occur if we've passed one of the known next min/max tick boundaries.
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if (nextMinTick == null || nextMaxTick == null || (visibleRange.min < nextMinTick || visibleRange.max > nextMaxTick))
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tickCache.Invalidate();
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}
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}
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if (!tickCache.IsValid)
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createTicks();
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}
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private void createTicks()
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{
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int drawableIndex = 0;
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int highestDivisor = BindableBeatDivisor.VALID_DIVISORS.Last();
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nextMinTick = null;
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nextMaxTick = null;
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for (var i = 0; i < beatmap.ControlPointInfo.TimingPoints.Count; i++)
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{
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@ -50,41 +100,70 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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for (double t = point.Time; t < until; t += point.BeatLength / beatDivisor.Value)
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{
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var indexInBeat = beat % beatDivisor.Value;
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float xPos = (float)t;
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if (indexInBeat == 0)
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{
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Add(new PointVisualisation(t)
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{
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Colour = BindableBeatDivisor.GetColourFor(1, colours),
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Origin = Anchor.TopCentre,
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});
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}
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if (t < visibleRange.min)
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nextMinTick = xPos;
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else if (t > visibleRange.max)
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nextMaxTick ??= xPos;
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else
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{
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// if this is the first beat in the beatmap, there is no next min tick
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if (beat == 0 && i == 0)
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nextMinTick = float.MinValue;
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var indexInBeat = beat % beatDivisor.Value;
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var divisor = BindableBeatDivisor.GetDivisorForBeatIndex(beat, beatDivisor.Value);
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var colour = BindableBeatDivisor.GetColourFor(divisor, colours);
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var height = 0.1f - (float)divisor / BindableBeatDivisor.VALID_DIVISORS.Last() * 0.08f;
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Add(new PointVisualisation(t)
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{
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Colour = colour,
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Height = height,
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Origin = Anchor.TopCentre,
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});
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// even though "bar lines" take up the full vertical space, we render them in two pieces because it allows for less anchor/origin churn.
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var height = indexInBeat == 0 ? 0.5f : 0.1f - (float)divisor / highestDivisor * 0.08f;
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Add(new PointVisualisation(t)
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{
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Colour = colour,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomCentre,
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Height = height,
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});
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var topPoint = getNextUsablePoint();
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topPoint.X = xPos;
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topPoint.Colour = colour;
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topPoint.Height = height;
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topPoint.Anchor = Anchor.TopLeft;
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topPoint.Origin = Anchor.TopCentre;
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var bottomPoint = getNextUsablePoint();
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bottomPoint.X = xPos;
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bottomPoint.Colour = colour;
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bottomPoint.Anchor = Anchor.BottomLeft;
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bottomPoint.Origin = Anchor.BottomCentre;
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bottomPoint.Height = height;
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}
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beat++;
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}
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}
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int usedDrawables = drawableIndex;
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// save a few drawables beyond the currently used for edge cases.
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while (drawableIndex < Math.Min(usedDrawables + 16, Count))
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Children[drawableIndex++].Hide();
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// expire any excess
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while (drawableIndex < Count)
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Children[drawableIndex++].Expire();
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tickCache.Validate();
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Drawable getNextUsablePoint()
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{
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PointVisualisation point;
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if (drawableIndex >= Count)
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Add(point = new PointVisualisation());
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else
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point = Children[drawableIndex];
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drawableIndex++;
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point.Show();
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return point;
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}
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}
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}
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}
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