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Ensure regenerateDisplay
is eventually performed if originally called before load
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parent
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commit
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@ -94,7 +94,7 @@ namespace osu.Game.Screens.Edit.Timing
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controlPointGroups.BindTo(editorBeatmap.ControlPointInfo.Groups);
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controlPointGroups.BindTo(editorBeatmap.ControlPointInfo.Groups);
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controlPointGroups.BindCollectionChanged((_, _) => updateTimingGroup());
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controlPointGroups.BindCollectionChanged((_, _) => updateTimingGroup());
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beatLength.BindValueChanged(_ => regenerateDisplay(true), true);
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beatLength.BindValueChanged(_ => Scheduler.AddOnce(regenerateDisplay, true), true);
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displayLocked.BindValueChanged(locked =>
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displayLocked.BindValueChanged(locked =>
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{
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{
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@ -186,14 +186,17 @@ namespace osu.Game.Screens.Edit.Timing
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return;
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return;
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displayedTime = time;
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displayedTime = time;
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regenerateDisplay(animated);
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Scheduler.AddOnce(regenerateDisplay, animated);
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}
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}
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private void regenerateDisplay(bool animated)
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private void regenerateDisplay(bool animated)
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{
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{
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// Before a track is loaded, it won't have a valid length, which will break things.
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// Before a track is loaded, it won't have a valid length, which will break things.
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if (!beatmap.Value.Track.IsLoaded)
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if (!beatmap.Value.Track.IsLoaded)
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{
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Scheduler.AddOnce(regenerateDisplay, animated);
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return;
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return;
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}
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double index = (displayedTime - selectedGroupStartTime) / timingPoint.BeatLength;
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double index = (displayedTime - selectedGroupStartTime) / timingPoint.BeatLength;
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