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Select closest timing point every time the timing screen is changed to

No issue thread for this, was pointed out internally:
https://discord.com/channels/90072389919997952/1259818301517725707/1316604605777444905

Due to the custom setup that editor has with its nested
"screens-that-aren't-screens", the logic that selects the closest
timing point to the current time would only fire on the first open of
the screen. Seems like a good idea to have it fire every time instead.
This commit is contained in:
Bartłomiej Dach 2025-01-08 14:19:50 +01:00
parent e7070bd812
commit 5a2024777d
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@ -15,6 +15,8 @@ namespace osu.Game.Screens.Edit.Timing
[Cached]
public readonly Bindable<ControlPointGroup> SelectedGroup = new Bindable<ControlPointGroup>();
private readonly Bindable<EditorScreenMode> currentEditorMode = new Bindable<EditorScreenMode>();
[Resolved]
private EditorClock? editorClock { get; set; }
@ -41,18 +43,35 @@ namespace osu.Game.Screens.Edit.Timing
}
};
[BackgroundDependencyLoader]
private void load(Editor? editor)
{
if (editor != null)
currentEditorMode.BindTo(editor.Mode);
}
protected override void LoadComplete()
{
base.LoadComplete();
if (editorClock != null)
// When entering the timing screen, let's choose the closest valid timing point.
// This will emulate the osu-stable behaviour where a metronome and timing information
// are presented on entering the screen.
currentEditorMode.BindValueChanged(mode =>
{
// When entering the timing screen, let's choose the closest valid timing point.
// This will emulate the osu-stable behaviour where a metronome and timing information
// are presented on entering the screen.
var nearestTimingPoint = EditorBeatmap.ControlPointInfo.TimingPointAt(editorClock.CurrentTime);
SelectedGroup.Value = EditorBeatmap.ControlPointInfo.GroupAt(nearestTimingPoint.Time);
}
if (mode.NewValue == EditorScreenMode.Timing)
selectClosestTimingPoint();
});
selectClosestTimingPoint();
}
private void selectClosestTimingPoint()
{
if (editorClock == null)
return;
var nearestTimingPoint = EditorBeatmap.ControlPointInfo.TimingPointAt(editorClock.CurrentTime);
SelectedGroup.Value = EditorBeatmap.ControlPointInfo.GroupAt(nearestTimingPoint.Time);
}
protected override void ConfigureTimeline(TimelineArea timelineArea)