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Update sample point contracted state each frame
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c03017438e
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@ -15,7 +15,6 @@ using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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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.Layout;
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using osu.Framework.Utils;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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@ -38,8 +37,6 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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private bool hitObjectDragged;
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private readonly LayoutValue samplePointContractedStateCache = new LayoutValue(Invalidation.DrawSize);
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/// <remarks>
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/// Positional input must be received outside the container's bounds,
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/// in order to handle timeline blueprints which are stacked offscreen.
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@ -54,8 +51,6 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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Origin = Anchor.Centre;
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Height = 0.6f;
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AddLayout(samplePointContractedStateCache);
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}
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[BackgroundDependencyLoader]
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@ -123,10 +118,9 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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Composer.Playfield.FutureLifetimeExtension = timeline.VisibleRange / 2;
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}
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updateSamplePointContractedState();
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base.Update();
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updateSamplePointContractedState();
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updateStacking();
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}
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@ -134,8 +128,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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private void updateSamplePointContractedState()
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{
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if (samplePointContractedStateCache.IsValid)
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return;
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// because only blueprints of objects which are alive (via pooling) are displayed in the timeline, it's feasible to do this every-update.
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const double minimum_gap = 28;
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@ -157,7 +150,6 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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double smallestAbsoluteGap = ((TimelineSelectionBlueprintContainer)SelectionBlueprints).ContentRelativeToAbsoluteFactor.X * smallestTimeGap;
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SamplePointContracted.Value = smallestAbsoluteGap < minimum_gap;
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samplePointContractedStateCache.Validate();
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}
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private readonly Stack<HitObject> currentConcurrentObjects = new Stack<HitObject>();
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