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Fix the timeline and editor fighting over track seeking
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01b909eaa7
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@ -62,9 +62,9 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Timeline
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}
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/// <summary>
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/// <summary>
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/// The track's time in the previous frame.
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/// The timeline's last scroll position.
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/// </summary>
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/// </summary>
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private double lastTrackTime;
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private double lastScrollPosition;
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/// <summary>
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/// <summary>
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/// Whether the user is currently dragging the timeline.
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/// Whether the user is currently dragging the timeline.
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@ -100,20 +100,20 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Timeline
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// 1) The user scrolls on this timeline: We want the track to follow us
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// 1) The user scrolls on this timeline: We want the track to follow us
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// 2) The user changes the track time through some other means (scrolling in the editor or overview timeline): We want to follow the track time
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// 2) The user changes the track time through some other means (scrolling in the editor or overview timeline): We want to follow the track time
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// The simplest way to cover both cases is by checking that inter-frame track times are identical
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// The simplest way to cover both cases is by checking whether the inter-frame timeline positions are identical
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if (adjustableClock.CurrentTime == lastTrackTime)
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if (Current != lastScrollPosition)
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{
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{
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// The track hasn't been seeked externally
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// The timeline has moved, seek the track
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seekTrackToCurrent();
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seekTrackToCurrent();
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}
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}
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else
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else
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{
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{
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// The track has been seeked externally
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// The timeline hasn't moved, scroll to the track time
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scrollToTrackTime();
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scrollToTrackTime();
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}
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}
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}
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}
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lastTrackTime = adjustableClock.CurrentTime;
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lastScrollPosition = Current;
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void seekTrackToCurrent()
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void seekTrackToCurrent()
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{
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{
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