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Include combo information when determining ordering if available
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@ -6,6 +6,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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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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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Screens.Edit.Compose.Components
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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{
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@ -45,13 +46,23 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// Put earlier blueprints towards the end of the list, so they handle input first
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// Put earlier blueprints towards the end of the list, so they handle input first
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int i = yObj.Item.StartTime.CompareTo(xObj.Item.StartTime);
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int i = yObj.Item.StartTime.CompareTo(xObj.Item.StartTime);
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if (i != 0) return i;
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if (i != 0) return i;
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// Fall back to end time if the start time is equal.
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// Fall back to end time if the start time is equal.
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i = yObj.Item.GetEndTime().CompareTo(xObj.Item.GetEndTime());
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i = yObj.Item.GetEndTime().CompareTo(xObj.Item.GetEndTime());
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if (i != 0) return i;
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return i == 0 ? CompareReverseChildID(y, x) : i;
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// As a final fallback, use combo information if available.
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if (xObj.Item is IHasComboInformation xHasCombo && yObj.Item is IHasComboInformation yHasCombo)
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{
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i = yHasCombo.ComboIndex.CompareTo(xHasCombo.ComboIndex);
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if (i != 0) return i;
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i = yHasCombo.IndexInCurrentCombo.CompareTo(xHasCombo.IndexInCurrentCombo);
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if (i != 0) return i;
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}
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return CompareReverseChildID(y, x);
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}
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}
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protected override void Dispose(bool isDisposing)
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protected override void Dispose(bool isDisposing)
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