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Merge pull request #20901 from peppy/add-editor-object-clone

Add ability to clone objects in the editor
This commit is contained in:
Bartłomiej Dach 2022-10-25 22:16:07 +02:00 committed by GitHub
commit 181c7d1d6e
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 75 additions and 5 deletions

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@ -155,6 +155,20 @@ namespace osu.Game.Tests.Visual.Editing
AddUntilStep("composer selection box is visible", () => Editor.ChildrenOfType<HitObjectComposer>().First().ChildrenOfType<EditorSelectionHandler>().First().Alpha > 0);
}
[Test]
public void TestClone()
{
var addedObject = new HitCircle { StartTime = 1000 };
AddStep("add hitobject", () => EditorBeatmap.Add(addedObject));
AddStep("select added object", () => EditorBeatmap.SelectedHitObjects.Add(addedObject));
AddAssert("is one object", () => EditorBeatmap.HitObjects.Count == 1);
AddStep("clone", () => Editor.Clone());
AddAssert("is two objects", () => EditorBeatmap.HitObjects.Count == 2);
AddStep("clone", () => Editor.Clone());
AddAssert("is three objects", () => EditorBeatmap.HitObjects.Count == 3);
}
[Test]
public void TestCutNothing()
{
@ -175,5 +189,22 @@ namespace osu.Game.Tests.Visual.Editing
AddStep("paste hitobject", () => Editor.Paste());
AddAssert("are no objects", () => EditorBeatmap.HitObjects.Count == 0);
}
[Test]
public void TestCloneNothing()
{
// Add arbitrary object and copy to clipboard.
// This is tested to ensure that clone doesn't incorrectly read from the clipboard when no selection is made.
var addedObject = new HitCircle { StartTime = 1000 };
AddStep("add hitobject", () => EditorBeatmap.Add(addedObject));
AddStep("select added object", () => EditorBeatmap.SelectedHitObjects.Add(addedObject));
AddStep("copy hitobject", () => Editor.Copy());
AddStep("deselect all objects", () => EditorBeatmap.SelectedHitObjects.Clear());
AddAssert("is one object", () => EditorBeatmap.HitObjects.Count == 1);
AddStep("clone", () => Editor.Clone());
AddAssert("still one object", () => EditorBeatmap.HitObjects.Count == 1);
}
}
}

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@ -31,14 +31,17 @@ namespace osu.Game.Input.Bindings
parentInputManager = GetContainingInputManager();
}
// IMPORTANT: Do not change the order of key bindings in this list.
// It is used to decide the order of precedence (see note in DatabasedKeyBindingContainer).
// IMPORTANT: Take care when changing order of the items in the enumerable.
// It is used to decide the order of precedence, with the earlier items having higher precedence.
public override IEnumerable<IKeyBinding> DefaultKeyBindings => GlobalKeyBindings
.Concat(OverlayKeyBindings)
.Concat(EditorKeyBindings)
.Concat(InGameKeyBindings)
.Concat(SongSelectKeyBindings)
.Concat(AudioControlKeyBindings);
.Concat(AudioControlKeyBindings)
// Overlay bindings may conflict with more local cases like the editor so they are checked last.
// It has generally been agreed on that local screens like the editor should have priority,
// based on such usages potentially requiring a lot more key bindings that may be "shared" with global ones.
.Concat(OverlayKeyBindings);
public IEnumerable<KeyBinding> GlobalKeyBindings => new[]
{
@ -87,6 +90,7 @@ namespace osu.Game.Input.Bindings
new KeyBinding(new[] { InputKey.F3 }, GlobalAction.EditorTimingMode),
new KeyBinding(new[] { InputKey.F4 }, GlobalAction.EditorSetupMode),
new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.A }, GlobalAction.EditorVerifyMode),
new KeyBinding(new[] { InputKey.Control, InputKey.D }, GlobalAction.EditorCloneSelection),
new KeyBinding(new[] { InputKey.J }, GlobalAction.EditorNudgeLeft),
new KeyBinding(new[] { InputKey.K }, GlobalAction.EditorNudgeRight),
new KeyBinding(new[] { InputKey.G }, GlobalAction.EditorCycleGridDisplayMode),
@ -343,5 +347,8 @@ namespace osu.Game.Input.Bindings
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.ToggleProfile))]
ToggleProfile,
[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorCloneSelection))]
EditorCloneSelection
}
}

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@ -184,6 +184,11 @@ namespace osu.Game.Localisation
/// </summary>
public static LocalisableString EditorTapForBPM => new TranslatableString(getKey(@"editor_tap_for_bpm"), @"Tap for BPM");
/// <summary>
/// "Clone selection"
/// </summary>
public static LocalisableString EditorCloneSelection => new TranslatableString(getKey(@"editor_clone_selection"), @"Clone selection");
/// <summary>
/// "Cycle grid display mode"
/// </summary>

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@ -304,6 +304,7 @@ namespace osu.Game.Screens.Edit
cutMenuItem = new EditorMenuItem("Cut", MenuItemType.Standard, Cut),
copyMenuItem = new EditorMenuItem("Copy", MenuItemType.Standard, Copy),
pasteMenuItem = new EditorMenuItem("Paste", MenuItemType.Standard, Paste),
cloneMenuItem = new EditorMenuItem("Clone", MenuItemType.Standard, Clone),
}
},
new MenuItem("View")
@ -575,6 +576,10 @@ namespace osu.Game.Screens.Edit
this.Exit();
return true;
case GlobalAction.EditorCloneSelection:
Clone();
return true;
case GlobalAction.EditorComposeMode:
Mode.Value = EditorScreenMode.Compose;
return true;
@ -741,6 +746,7 @@ namespace osu.Game.Screens.Edit
private EditorMenuItem cutMenuItem;
private EditorMenuItem copyMenuItem;
private EditorMenuItem cloneMenuItem;
private EditorMenuItem pasteMenuItem;
private readonly BindableWithCurrent<bool> canCut = new BindableWithCurrent<bool>();
@ -750,7 +756,11 @@ namespace osu.Game.Screens.Edit
private void setUpClipboardActionAvailability()
{
canCut.Current.BindValueChanged(cut => cutMenuItem.Action.Disabled = !cut.NewValue, true);
canCopy.Current.BindValueChanged(copy => copyMenuItem.Action.Disabled = !copy.NewValue, true);
canCopy.Current.BindValueChanged(copy =>
{
copyMenuItem.Action.Disabled = !copy.NewValue;
cloneMenuItem.Action.Disabled = !copy.NewValue;
}, true);
canPaste.Current.BindValueChanged(paste => pasteMenuItem.Action.Disabled = !paste.NewValue, true);
}
@ -765,6 +775,21 @@ namespace osu.Game.Screens.Edit
protected void Copy() => currentScreen?.Copy();
protected void Clone()
{
// Avoid attempting to clone if copying is not available (as it may result in pasting something unexpected).
if (!canCopy.Value)
return;
// This is an initial implementation just to get an idea of how people used this function.
// There are a couple of differences from osu!stable's implementation which will require more work to match:
// - The "clipboard" is not populated during the duplication process.
// - The duplicated hitobjects are inserted after the original pattern (add one beat_length and then quantize using beat snap).
// - The duplicated hitobjects are selected (but this is also applied for all paste operations so should be changed there).
Copy();
Paste();
}
protected void Paste() => currentScreen?.Paste();
#endregion

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@ -110,6 +110,8 @@ namespace osu.Game.Tests.Visual
public new void Paste() => base.Paste();
public new void Clone() => base.Clone();
public new void SwitchToDifficulty(BeatmapInfo beatmapInfo) => base.SwitchToDifficulty(beatmapInfo);
public new void CreateNewDifficulty(RulesetInfo rulesetInfo) => base.CreateNewDifficulty(rulesetInfo);