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Merge branch 'master' into fix-slider-drag-marker-blocking-context-menu
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commit
643e849029
@ -16,6 +16,7 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.Events;
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using osu.Framework.Utils;
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using osu.Framework.Utils;
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using osu.Game.Audio;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects;
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@ -131,7 +132,8 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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private void updateSamplePointContractedState()
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private void updateSamplePointContractedState()
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{
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{
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const double minimum_gap = 28;
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const double absolute_minimum_gap = 31; // assumes single letter bank name for default banks
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double minimumGap = absolute_minimum_gap;
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if (timeline == null || editorClock == null)
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if (timeline == null || editorClock == null)
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return;
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return;
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@ -153,9 +155,23 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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if (hitObject.GetEndTime() < editorClock.CurrentTime - timeline.VisibleRange / 2)
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if (hitObject.GetEndTime() < editorClock.CurrentTime - timeline.VisibleRange / 2)
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break;
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break;
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foreach (var sample in hitObject.Samples)
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{
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if (!HitSampleInfo.AllBanks.Contains(sample.Bank))
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minimumGap = Math.Max(minimumGap, absolute_minimum_gap + sample.Bank.Length * 3);
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}
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if (hitObject is IHasRepeats hasRepeats)
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if (hitObject is IHasRepeats hasRepeats)
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{
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smallestTimeGap = Math.Min(smallestTimeGap, hasRepeats.Duration / hasRepeats.SpanCount() / 2);
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smallestTimeGap = Math.Min(smallestTimeGap, hasRepeats.Duration / hasRepeats.SpanCount() / 2);
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foreach (var sample in hasRepeats.NodeSamples.SelectMany(s => s))
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{
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if (!HitSampleInfo.AllBanks.Contains(sample.Bank))
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minimumGap = Math.Max(minimumGap, absolute_minimum_gap + sample.Bank.Length * 3);
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}
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}
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double gap = lastTime - hitObject.GetEndTime();
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double gap = lastTime - hitObject.GetEndTime();
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// If the gap is less than 1ms, we can assume that the objects are stacked on top of each other
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// If the gap is less than 1ms, we can assume that the objects are stacked on top of each other
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@ -167,7 +183,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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}
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}
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double smallestAbsoluteGap = ((TimelineSelectionBlueprintContainer)SelectionBlueprints).ContentRelativeToAbsoluteFactor.X * smallestTimeGap;
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double smallestAbsoluteGap = ((TimelineSelectionBlueprintContainer)SelectionBlueprints).ContentRelativeToAbsoluteFactor.X * smallestTimeGap;
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SamplePointContracted.Value = smallestAbsoluteGap < minimum_gap;
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SamplePointContracted.Value = smallestAbsoluteGap < minimumGap;
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}
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}
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private readonly Stack<HitObject> currentConcurrentObjects = new Stack<HitObject>();
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private readonly Stack<HitObject> currentConcurrentObjects = new Stack<HitObject>();
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