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Avoid needlessly updating display (and add better documentation on chosen scale)
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@ -136,14 +136,21 @@ namespace osu.Game.Screens.Edit.Timing
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if (!IsHovered)
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if (!IsHovered)
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{
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{
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int beatOffset = (int)Math.Floor((editorClock.CurrentTimeAccurate - selectedGroupStartTime) / timingPoint.BeatLength);
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int currentBeat = (int)Math.Floor((editorClock.CurrentTimeAccurate - selectedGroupStartTime) / timingPoint.BeatLength);
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showFrom(beatOffset);
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showFrom(currentBeat);
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}
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}
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}
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}
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private void showFrom(int beatIndex)
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private void showFrom(int beatIndex)
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{
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{
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if (lastDisplayedBeatIndex == beatIndex)
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return;
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// Chosen as a pretty usable number across all BPMs.
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// Optimally we'd want this to scale with the BPM in question, but performing
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// scaling of the display is both expensive in resampling, and decreases usability
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// (as it is harder to track the waveform when making realtime adjustments).
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const float visible_width = 300;
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const float visible_width = 300;
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float trackLength = (float)beatmap.Value.Track.Length;
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float trackLength = (float)beatmap.Value.Track.Length;
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