mirror of
https://github.com/ppy/osu.git
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aed7ba9508
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
298 lines
11 KiB
C#
298 lines
11 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
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using System.Collections.Generic;
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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.Color4Extensions;
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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.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.Utils;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Screens.Edit.Components.Timelines.Summary.Parts;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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internal partial class TimelineBlueprintContainer : EditorBlueprintContainer
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{
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[Resolved(CanBeNull = true)]
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private Timeline timeline { get; set; }
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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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/// </remarks>
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => timeline.ReceivePositionalInputAt(screenSpacePos);
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public TimelineBlueprintContainer(HitObjectComposer composer)
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: base(composer)
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{
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RelativeSizeAxes = Axes.Both;
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Height = 0.6f;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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AddInternal(new SelectableAreaBackground
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{
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Colour = Color4.Black,
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Depth = float.MaxValue,
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Blending = BlendingParameters.Additive,
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});
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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placement = Beatmap.PlacementObject.GetBoundCopy();
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placement.ValueChanged += placementChanged;
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}
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private void placementChanged(ValueChangedEvent<HitObject> obj)
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{
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if (obj.NewValue == null)
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{
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if (placementBlueprint != null)
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{
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SelectionBlueprints.Remove(placementBlueprint, true);
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placementBlueprint = null;
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}
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}
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else
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{
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placementBlueprint = CreateBlueprintFor(obj.NewValue).AsNonNull();
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placementBlueprint.Colour = OsuColour.Gray(0.9f);
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// TODO: this is out of order, causing incorrect stacking height.
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SelectionBlueprints.Add(placementBlueprint);
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}
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}
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protected override Container<SelectionBlueprint<HitObject>> CreateSelectionBlueprintContainer() => new TimelineSelectionBlueprintContainer { RelativeSizeAxes = Axes.Both };
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protected override bool OnDragStart(DragStartEvent e)
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{
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if (!base.ReceivePositionalInputAt(e.ScreenSpaceMouseDownPosition))
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return false;
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return base.OnDragStart(e);
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}
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private float dragTimeAccumulated;
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protected override void Update()
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{
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if (IsDragged || hitObjectDragged)
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handleScrollViaDrag();
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else
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dragTimeAccumulated = 0;
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if (Composer != null && timeline != null)
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{
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Composer.Playfield.PastLifetimeExtension = timeline.VisibleRange / 2;
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Composer.Playfield.FutureLifetimeExtension = timeline.VisibleRange / 2;
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}
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base.Update();
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updateStacking();
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}
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private readonly Stack<HitObject> currentConcurrentObjects = new Stack<HitObject>();
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private void updateStacking()
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{
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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 int stack_offset = 5;
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// after the stack gets this tall, we can presume there is space underneath to draw subsequent blueprints.
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const int stack_reset_count = 3;
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currentConcurrentObjects.Clear();
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for (int i = SelectionBlueprints.Count - 1; i >= 0; i--)
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{
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var b = SelectionBlueprints[i];
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// remove objects from the stack as long as their end time is in the past.
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while (currentConcurrentObjects.TryPeek(out HitObject hitObject))
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{
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if (Precision.AlmostBigger(hitObject.GetEndTime(), b.Item.StartTime, 1))
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break;
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currentConcurrentObjects.Pop();
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}
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// if the stack gets too high, we should have space below it to display the next batch of objects.
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// importantly, we only do this if time has incremented, else a stack of hitobjects all at the same time value would start to overlap themselves.
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if (currentConcurrentObjects.TryPeek(out HitObject h) && !Precision.AlmostEquals(h.StartTime, b.Item.StartTime, 1))
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{
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if (currentConcurrentObjects.Count >= stack_reset_count)
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currentConcurrentObjects.Clear();
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}
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b.Y = -(stack_offset * currentConcurrentObjects.Count);
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currentConcurrentObjects.Push(b.Item);
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}
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}
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protected override SelectionHandler<HitObject> CreateSelectionHandler() => new TimelineSelectionHandler();
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protected override SelectionBlueprint<HitObject> CreateBlueprintFor(HitObject item)
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{
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return new TimelineHitObjectBlueprint(item)
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{
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OnDragHandled = e => hitObjectDragged = e != null,
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};
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}
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protected sealed override DragBox CreateDragBox() => new TimelineDragBox();
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protected override void UpdateSelectionFromDragBox()
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{
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Composer.BlueprintContainer.CommitIfPlacementActive();
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var dragBox = (TimelineDragBox)DragBox;
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double minTime = dragBox.MinTime;
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double maxTime = dragBox.MaxTime;
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SelectedItems.RemoveAll(hitObject => !shouldBeSelected(hitObject));
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foreach (var hitObject in Beatmap.HitObjects.Except(SelectedItems).Where(shouldBeSelected))
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{
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Composer.Playfield.SetKeepAlive(hitObject, true);
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SelectedItems.Add(hitObject);
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}
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bool shouldBeSelected(HitObject hitObject)
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{
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double midTime = (hitObject.StartTime + hitObject.GetEndTime()) / 2;
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return minTime <= midTime && midTime <= maxTime;
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}
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}
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private void handleScrollViaDrag()
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{
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// The amount of time dragging before we reach maximum drag speed.
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const float time_ramp_multiplier = 5000;
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// A maximum drag speed to ensure things don't get out of hand.
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const float max_velocity = 10;
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if (timeline == null) return;
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var mousePos = timeline.ToLocalSpace(InputManager.CurrentState.Mouse.Position);
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// for better UX do not require the user to drag all the way to the edge and beyond to initiate a drag-scroll.
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// this is especially important in scenarios like fullscreen, where mouse confine will usually be on
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// and the user physically *won't be able to* drag beyond the edge of the timeline
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// (since its left edge is co-incident with the window edge).
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const float scroll_tolerance = 40;
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float leftBound = timeline.BoundingBox.TopLeft.X + scroll_tolerance;
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float rightBound = timeline.BoundingBox.TopRight.X - scroll_tolerance;
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float amount = 0;
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if (mousePos.X > rightBound)
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amount = mousePos.X - rightBound;
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else if (mousePos.X < leftBound)
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amount = mousePos.X - leftBound;
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if (amount == 0)
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{
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dragTimeAccumulated = 0;
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return;
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}
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amount = Math.Sign(amount) * Math.Min(max_velocity, MathF.Pow(Math.Clamp(Math.Abs(amount), 0, scroll_tolerance), 2));
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dragTimeAccumulated += (float)Clock.ElapsedFrameTime;
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timeline.ScrollBy(amount * (float)Clock.ElapsedFrameTime * Math.Min(1, dragTimeAccumulated / time_ramp_multiplier));
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}
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private partial class SelectableAreaBackground : CompositeDrawable
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{
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[Resolved]
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private OsuColour colours { get; set; }
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
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{
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float localY = ToLocalSpace(screenSpacePos).Y;
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return DrawRectangle.Top <= localY && DrawRectangle.Bottom >= localY;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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RelativeSizeAxes = Axes.Both;
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Alpha = 0.1f;
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AddRangeInternal(new[]
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{
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// fade out over intro time, outside the valid time bounds.
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new Box
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{
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RelativeSizeAxes = Axes.Y,
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Width = 200,
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Origin = Anchor.TopRight,
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Colour = ColourInfo.GradientHorizontal(Color4.White.Opacity(0), Color4.White),
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},
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new Box
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{
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Colour = Color4.White,
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RelativeSizeAxes = Axes.Both,
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}
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});
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}
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protected override bool OnHover(HoverEvent e)
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{
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this.FadeColour(colours.BlueLighter, 120, Easing.OutQuint);
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return base.OnHover(e);
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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this.FadeColour(Color4.Black, 600, Easing.OutQuint);
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base.OnHoverLost(e);
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}
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}
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protected partial class TimelineSelectionBlueprintContainer : Container<SelectionBlueprint<HitObject>>
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{
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protected override Container<SelectionBlueprint<HitObject>> Content { get; }
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public TimelineSelectionBlueprintContainer()
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{
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AddInternal(new TimelinePart<SelectionBlueprint<HitObject>>(Content = new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both }) { RelativeSizeAxes = Axes.Both });
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}
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}
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}
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}
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