Include combo information when determining ordering if available

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Bartłomiej Dach 2021-09-26 15:52:25 +02:00
parent a86b9893ac
commit 6dc3e66c93
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@ -6,6 +6,7 @@ using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Screens.Edit.Compose.Components
{
@ -45,13 +46,23 @@ namespace osu.Game.Screens.Edit.Compose.Components
// Put earlier blueprints towards the end of the list, so they handle input first
int i = yObj.Item.StartTime.CompareTo(xObj.Item.StartTime);
if (i != 0) return i;
// Fall back to end time if the start time is equal.
i = yObj.Item.GetEndTime().CompareTo(xObj.Item.GetEndTime());
if (i != 0) return i;
return i == 0 ? CompareReverseChildID(y, x) : i;
// As a final fallback, use combo information if available.
if (xObj.Item is IHasComboInformation xHasCombo && yObj.Item is IHasComboInformation yHasCombo)
{
i = yHasCombo.ComboIndex.CompareTo(xHasCombo.ComboIndex);
if (i != 0) return i;
i = yHasCombo.IndexInCurrentCombo.CompareTo(xHasCombo.IndexInCurrentCombo);
if (i != 0) return i;
}
return CompareReverseChildID(y, x);
}
protected override void Dispose(bool isDisposing)