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Fix timeline not visually ordering hitobjects in a stable way

This commit is contained in:
Dean Herbert 2021-03-26 16:33:16 +09:00
parent 77969bb223
commit cb48e5f158
2 changed files with 8 additions and 2 deletions

View File

@ -71,7 +71,13 @@ namespace osu.Game.Screens.Edit.Compose.Components
// Put earlier blueprints towards the end of the list, so they handle input first
int i = yObj.HitObject.StartTime.CompareTo(xObj.HitObject.StartTime);
return i == 0 ? CompareReverseChildID(x, y) : i;
if (i != 0) return i;
// Fall back to end time if the start time is equal.
i = yObj.HitObject.GetEndTime().CompareTo(xObj.HitObject.GetEndTime());
return i == 0 ? CompareReverseChildID(y, x) : i;
}
}
}

View File

@ -138,7 +138,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
Stack<HitObject> currentConcurrentObjects = new Stack<HitObject>();
foreach (var b in SelectionBlueprints.OrderBy(b => b.HitObject.StartTime).ThenBy(b => b.HitObject.GetEndTime()))
foreach (var b in SelectionBlueprints.Reverse())
{
// remove objects from the stack as long as their end time is in the past.
while (currentConcurrentObjects.TryPeek(out HitObject hitObject))