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Ensure timeline ticks aren't hidden by other pieces
Addresses https://github.com/ppy/osu/issues/28667.
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@ -150,7 +150,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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new TextFlowContainer(s => s.Font = s.Font.With(size: 14))
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{
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Padding = new MarginPadding { Horizontal = 15, Vertical = 8 },
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Padding = new MarginPadding { Horizontal = 15, Vertical = 2 },
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Text = "beat snap",
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RelativeSizeAxes = Axes.X,
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TextAnchor = Anchor.TopCentre,
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@ -159,7 +159,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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},
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RowDimensions = new[]
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{
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new Dimension(GridSizeMode.Absolute, 30),
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new Dimension(GridSizeMode.Absolute, 40),
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new Dimension(GridSizeMode.Absolute, 20),
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new Dimension(GridSizeMode.Absolute, 15)
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}
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@ -526,7 +526,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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AlwaysDisplayed = alwaysDisplayed;
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Divisor = divisor;
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Size = new Vector2(6f, 12) * BindableBeatDivisor.GetSize(divisor);
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Size = new Vector2(6f, 18) * BindableBeatDivisor.GetSize(divisor);
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Alpha = alwaysDisplayed ? 1 : 0;
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InternalChild = new Box { RelativeSizeAxes = Axes.Both };
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@ -25,7 +25,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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[Cached]
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public partial class Timeline : ZoomableScrollContainer, IPositionSnapProvider
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{
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private const float timeline_height = 72;
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private const float timeline_height = 80;
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private const float timeline_expanded_height = 94;
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private readonly Drawable userContent;
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@ -97,6 +97,11 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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// We don't want the centre marker to scroll
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AddInternal(centreMarker = new CentreMarker());
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ticks = new TimelineTickDisplay
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{
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Padding = new MarginPadding { Vertical = 2, },
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};
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AddRange(new Drawable[]
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{
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controlPoints = new TimelineControlPointDisplay
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@ -104,6 +109,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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RelativeSizeAxes = Axes.X,
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Height = timeline_expanded_height,
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},
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ticks,
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mainContent = new Container
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{
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RelativeSizeAxes = Axes.X,
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@ -120,7 +126,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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HighColour = colours.BlueDarker,
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},
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centreMarker.CreateProxy(),
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ticks = new TimelineTickDisplay(),
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ticks.CreateProxy(),
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new Box
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{
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Name = "zero marker",
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@ -175,7 +181,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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if (visible.NewValue)
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{
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this.ResizeHeightTo(timeline_expanded_height, 200, Easing.OutQuint);
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mainContent.MoveToY(20, 200, Easing.OutQuint);
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mainContent.MoveToY(15, 200, Easing.OutQuint);
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// delay the fade in else masking looks weird.
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controlPoints.Delay(180).FadeIn(400, Easing.OutQuint);
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@ -9,6 +9,7 @@ using osu.Framework.Caching;
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using osu.Framework.Graphics;
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using osu.Framework.Logging;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Screens.Edit.Components.Timelines.Summary.Parts;
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using osu.Game.Screens.Edit.Components.Timelines.Summary.Visualisations;
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@ -41,16 +42,21 @@ 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 BindableBool showTimingChanges = new BindableBool(true);
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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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private void load(OsuConfigManager configManager)
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{
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beatDivisor.BindValueChanged(_ => invalidateTicks());
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if (changeHandler != null)
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// currently this is the best way to handle any kind of timing changes.
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changeHandler.OnStateChange += invalidateTicks;
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configManager.BindWith(OsuSetting.EditorTimelineShowTimingChanges, showTimingChanges);
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showTimingChanges.BindValueChanged(_ => invalidateTicks());
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}
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private void invalidateTicks()
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@ -142,7 +148,20 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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var line = getNextUsableLine();
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line.X = xPos;
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line.Width = PointVisualisation.MAX_WIDTH * size.X;
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line.Height = 0.9f * size.Y;
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if (showTimingChanges.Value)
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{
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line.Anchor = Anchor.BottomLeft;
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line.Origin = Anchor.BottomCentre;
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line.Height = 0.7f + size.Y * 0.28f;
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}
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else
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{
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line.Anchor = Anchor.CentreLeft;
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line.Origin = Anchor.Centre;
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line.Height = 0.92f + size.Y * 0.07f;
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}
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line.Colour = colour;
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}
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