Fix float precision issue when drawing curve or timeline time axes
#2455
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@@ -14,7 +14,7 @@ namespace FlaxEditor.GUI.Timeline.GUI
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class Background : ContainerControl
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{
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private readonly Timeline _timeline;
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private float[] _tickSteps;
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private double[] _tickSteps;
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private float[] _tickStrengths;
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private bool _isSelecting;
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private Float2 _selectingStartPos = Float2.Minimum;
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@@ -176,9 +176,9 @@ namespace FlaxEditor.GUI.Timeline.GUI
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// Draw vertical lines for time axis
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var pixelsInRange = _timeline.Zoom;
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var pixelRange = pixelsInRange * (max - min);
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var tickRange = Utilities.Utils.DrawCurveTicks((float tick, float strength) =>
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var tickRange = Utilities.Utils.DrawCurveTicks((decimal tick, float strength) =>
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{
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var time = tick / _timeline.FramesPerSecond;
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var time = (float)tick / _timeline.FramesPerSecond;
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var x = time * zoom + Timeline.StartOffset;
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var lineColor = style.ForegroundDisabled.RGBMultiplied(0.7f).AlphaMultiplied(strength);
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Render2D.FillRectangle(new Rectangle(x - 0.5f, 0, 1.0f, height), lineColor);
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@@ -233,20 +233,20 @@ namespace FlaxEditor.GUI.Timeline.GUI
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int l = Mathf.Clamp(smallestTick + level, 0, _tickSteps.Length - 2);
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var lStep = _tickSteps[l];
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var lNextStep = _tickSteps[l + 1];
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int startTick = Mathf.FloorToInt(min / lStep);
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int endTick = Mathf.CeilToInt(max / lStep);
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var startTick = Mathd.FloorToInt(min / lStep);
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var endTick = Mathd.CeilToInt(max / lStep);
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Color lineColor = style.Foreground.RGBMultiplied(0.8f).AlphaMultiplied(strength);
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Color labelColor = style.ForegroundDisabled.AlphaMultiplied(strength);
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for (int i = startTick; i <= endTick; i++)
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for (var i = startTick; i <= endTick; i++)
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{
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if (l < biggestTick && (i % Mathf.RoundToInt(lNextStep / lStep) == 0))
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if (l < biggestTick && (i % Mathd.RoundToInt(lNextStep / lStep) == 0))
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continue;
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var tick = i * lStep;
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var time = tick / _timeline.FramesPerSecond;
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var x = time * zoom + Timeline.StartOffset;
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var tick = (decimal)lStep * i;
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var time = (double)tick / _timeline.FramesPerSecond;
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var x = (float)time * zoom + Timeline.StartOffset;
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// Header line
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var lineRect = new Rectangle(x - 0.5f, -verticalLinesHeaderExtend * 0.6f + timeAxisHeaderOffset, 1.0f, verticalLinesHeaderExtend * 0.6f);
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var lineRect = new Rectangle((float)x - 0.5f, -verticalLinesHeaderExtend * 0.6f + timeAxisHeaderOffset, 1.0f, verticalLinesHeaderExtend * 0.6f);
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Render2D.FillRectangle(lineRect, lineColor);
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// Time label
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