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Allow commiting / undoing placement of blueprints using back / select bindings
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@ -9,10 +9,12 @@ using osu.Framework.Allocation;
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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.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Compose;
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@ -24,7 +26,7 @@ namespace osu.Game.Rulesets.Edit
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/// <summary>
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/// A blueprint which governs the creation of a new <see cref="HitObject"/> to actualisation.
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/// </summary>
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public abstract partial class PlacementBlueprint : CompositeDrawable
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public abstract partial class PlacementBlueprint : CompositeDrawable, IKeyBindingHandler<GlobalAction>
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{
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/// <summary>
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/// Whether the <see cref="HitObject"/> is currently mid-placement, but has not necessarily finished being placed.
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@ -115,6 +117,30 @@ namespace osu.Game.Rulesets.Edit
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PlacementActive = PlacementState.Finished;
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}
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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if (PlacementActive == PlacementState.Waiting)
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return false;
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switch (e.Action)
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{
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case GlobalAction.Select:
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EndPlacement(true);
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return true;
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case GlobalAction.Back:
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EndPlacement(false);
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return true;
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default:
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return false;
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}
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}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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/// <summary>
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/// Updates the time and position of this <see cref="PlacementBlueprint"/> based on the provided snap information.
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/// </summary>
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