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Reload scrolling composer on control point changes
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@ -4,6 +4,7 @@
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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@ -12,6 +13,7 @@ using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Components.TernaryButtons;
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using osu.Game.Screens.Edit.Compose.Components;
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using osuTK;
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@ -21,6 +23,9 @@ namespace osu.Game.Rulesets.Edit
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public abstract partial class ScrollingHitObjectComposer<TObject> : HitObjectComposer<TObject>
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where TObject : HitObject
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{
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[Resolved]
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private Editor? editor { get; set; }
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private readonly Bindable<TernaryState> showSpeedChanges = new Bindable<TernaryState>();
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private Bindable<bool> configShowSpeedChanges = null!;
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@ -72,6 +77,8 @@ namespace osu.Game.Rulesets.Edit
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if (beatSnapGrid != null)
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AddInternal(beatSnapGrid);
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EditorBeatmap.ControlPointInfo.ControlPointsChanged += expireComposeScreenOnControlPointChange;
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}
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protected override void UpdateAfterChildren()
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@ -104,5 +111,15 @@ namespace osu.Game.Rulesets.Edit
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beatSnapGrid.SelectionTimeRange = null;
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (EditorBeatmap.IsNotNull())
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EditorBeatmap.ControlPointInfo.ControlPointsChanged -= expireComposeScreenOnControlPointChange;
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}
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private void expireComposeScreenOnControlPointChange() => editor?.ReloadComposeScreen();
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}
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}
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@ -996,6 +996,15 @@ namespace osu.Game.Screens.Edit
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}
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}
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/// <summary>
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/// Forces a reload of the compose screen after significant configuration changes.
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/// </summary>
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/// <remarks>
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/// This can be necessary for scrolling rulesets, as they do not easily support control points changing under them.
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/// The reason that this works is that <see cref="onModeChanged"/> will re-instantiate the screen whenever it is requested next.
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/// </remarks>
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public void ReloadComposeScreen() => screenContainer.SingleOrDefault(s => s.Type == EditorScreenMode.Compose)?.RemoveAndDisposeImmediately();
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[CanBeNull]
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private ScheduledDelegate playbackDisabledDebounce;
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