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Refactor blueprint container drag code
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1a24762f9b
commit
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@ -170,11 +170,15 @@ namespace osu.Game.Screens.Edit.Compose.Components
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finishSelectionMovement();
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}
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private MouseButtonEvent lastDragEvent;
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protected override bool OnDragStart(DragStartEvent e)
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{
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if (e.Button == MouseButton.Right)
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return false;
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lastDragEvent = e;
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if (movementBlueprints != null)
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{
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isDraggingBlueprint = true;
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@ -189,22 +193,14 @@ namespace osu.Game.Screens.Edit.Compose.Components
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protected override void OnDrag(DragEvent e)
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{
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if (e.Button == MouseButton.Right)
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return;
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if (DragBox.State == Visibility.Visible)
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{
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DragBox.HandleDrag(e);
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UpdateSelectionFromDragBox();
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}
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lastDragEvent = e;
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moveCurrentSelection(e);
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}
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protected override void OnDragEnd(DragEndEvent e)
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{
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if (e.Button == MouseButton.Right)
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return;
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lastDragEvent = null;
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if (isDraggingBlueprint)
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{
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@ -215,6 +211,18 @@ namespace osu.Game.Screens.Edit.Compose.Components
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DragBox.Hide();
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}
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protected override void Update()
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{
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base.Update();
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if (lastDragEvent != null && DragBox.State == Visibility.Visible)
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{
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lastDragEvent.Target = this;
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DragBox.HandleDrag(lastDragEvent);
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UpdateSelectionFromDragBox();
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}
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}
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/// <summary>
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/// Called whenever a drag operation completes, before any change transaction is committed.
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/// </summary>
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@ -12,7 +12,6 @@ using osu.Framework.Bindables;
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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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using osu.Framework.Input;
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using osu.Framework.Input.Events;
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using osu.Game.Audio;
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using osu.Game.Graphics.UserInterface;
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@ -37,9 +36,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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protected new EditorSelectionHandler SelectionHandler => (EditorSelectionHandler)base.SelectionHandler;
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private PlacementBlueprint currentPlacement;
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private InputManager inputManager;
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private DragEvent lastDragEvent;
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/// <remarks>
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/// Positional input must be received outside the container's bounds,
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@ -68,8 +64,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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base.LoadComplete();
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inputManager = GetContainingInputManager();
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Beatmap.HitObjectAdded += hitObjectAdded;
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// updates to selected are handled for us by SelectionHandler.
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@ -120,18 +114,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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return false;
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}
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protected override void OnDrag(DragEvent e)
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{
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base.OnDrag(e);
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lastDragEvent = e;
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}
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protected override void OnDragEnd(DragEndEvent e)
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{
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base.OnDragEnd(e);
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lastDragEvent = null;
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}
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/// <summary>
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/// Move the current selection spatially by the specified delta, in gamefield coordinates (ie. the same coordinates as the blueprints).
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/// </summary>
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@ -234,7 +216,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private void updatePlacementPosition()
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{
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var snapResult = Composer.FindSnappedPositionAndTime(inputManager.CurrentState.Mouse.Position);
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var snapResult = Composer.FindSnappedPositionAndTime(InputManager.CurrentState.Mouse.Position);
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// if no time was found from positional snapping, we should still quantize to the beat.
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snapResult.Time ??= Beatmap.SnapTime(EditorClock.CurrentTime, null);
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@ -248,10 +230,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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base.Update();
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// trigger every frame so drags continue to update selection while seeking time.
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if (lastDragEvent != null)
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OnDrag(lastDragEvent);
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if (currentPlacement != null)
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{
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switch (currentPlacement.PlacementActive)
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@ -8,6 +8,7 @@ using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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@ -27,6 +28,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private HitObjectUsageEventBuffer usageEventBuffer;
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protected InputManager InputManager { get; private set; }
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protected EditorBlueprintContainer(HitObjectComposer composer)
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{
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Composer = composer;
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@ -42,6 +45,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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base.LoadComplete();
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InputManager = GetContainingInputManager();
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Beatmap.HitObjectAdded += AddBlueprintFor;
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Beatmap.HitObjectRemoved += RemoveBlueprintFor;
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@ -29,10 +29,11 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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[Resolved(CanBeNull = true)]
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private Timeline timeline { get; set; }
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private DragEvent lastDragEvent;
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private Bindable<HitObject> placement;
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private SelectionBlueprint<HitObject> placementBlueprint;
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private bool hitObjectDragged;
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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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@ -98,24 +99,10 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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return base.OnDragStart(e);
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}
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protected override void OnDrag(DragEvent e)
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{
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handleScrollViaDrag(e);
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base.OnDrag(e);
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}
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protected override void OnDragEnd(DragEndEvent e)
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{
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base.OnDragEnd(e);
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lastDragEvent = null;
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}
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protected override void Update()
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{
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// trigger every frame so drags continue to update selection while playback is scrolling the timeline.
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if (lastDragEvent != null)
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OnDrag(lastDragEvent);
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if (IsDragged || hitObjectDragged)
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handleScrollViaDrag();
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if (Composer != null && timeline != null)
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{
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@ -170,7 +157,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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return new TimelineHitObjectBlueprint(item)
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{
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OnDragHandled = handleScrollViaDrag,
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OnDragHandled = e => hitObjectDragged = e != null,
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};
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}
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@ -197,24 +184,18 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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}
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}
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private void handleScrollViaDrag(DragEvent e)
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private void handleScrollViaDrag()
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{
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lastDragEvent = e;
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if (timeline == null) return;
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if (lastDragEvent == null)
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return;
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var timelineQuad = timeline.ScreenSpaceDrawQuad;
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float mouseX = InputManager.CurrentState.Mouse.Position.X;
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if (timeline != null)
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{
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var timelineQuad = timeline.ScreenSpaceDrawQuad;
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float mouseX = e.ScreenSpaceMousePosition.X;
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// scroll if in a drag and dragging outside visible extents
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if (mouseX > timelineQuad.TopRight.X)
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timeline.ScrollBy((float)((mouseX - timelineQuad.TopRight.X) / 10 * Clock.ElapsedFrameTime));
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else if (mouseX < timelineQuad.TopLeft.X)
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timeline.ScrollBy((float)((mouseX - timelineQuad.TopLeft.X) / 10 * Clock.ElapsedFrameTime));
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}
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// scroll if in a drag and dragging outside visible extents
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if (mouseX > timelineQuad.TopRight.X)
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timeline.ScrollBy((float)((mouseX - timelineQuad.TopRight.X) / 10 * Clock.ElapsedFrameTime));
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else if (mouseX < timelineQuad.TopLeft.X)
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timeline.ScrollBy((float)((mouseX - timelineQuad.TopLeft.X) / 10 * Clock.ElapsedFrameTime));
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}
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private class SelectableAreaBackground : CompositeDrawable
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