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Reverse directionality of up/down traversal keys to match scroll
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@ -124,17 +124,17 @@ namespace osu.Game.Tests.Visual.Editing
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AddAssert("time is 0", () => EditorClock.CurrentTime == 0);
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AddAssert("time is 0", () => EditorClock.CurrentTime == 0);
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// already at first control point, noop
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// already at first control point, noop
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pressAndCheckTime(Key.Down, 0);
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pressAndCheckTime(Key.Up, 0);
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pressAndCheckTime(Key.Up, 2000);
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pressAndCheckTime(Key.Up, 20000);
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// at last control point, noop
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pressAndCheckTime(Key.Up, 20000);
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pressAndCheckTime(Key.Down, 2000);
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pressAndCheckTime(Key.Down, 2000);
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pressAndCheckTime(Key.Down, 0);
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pressAndCheckTime(Key.Down, 0);
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pressAndCheckTime(Key.Down, 20000);
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// at last control point, noop
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pressAndCheckTime(Key.Down, 20000);
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pressAndCheckTime(Key.Up, 2000);
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pressAndCheckTime(Key.Up, 0);
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pressAndCheckTime(Key.Up, 0);
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}
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}
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private void pressAndCheckTime(Key key, double expectedTime)
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private void pressAndCheckTime(Key key, double expectedTime)
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@ -499,11 +499,12 @@ namespace osu.Game.Screens.Edit
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seek(e, 1);
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seek(e, 1);
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return true;
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return true;
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case Key.Down:
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// Of those, these two keys are reversed from stable because it feels more natural (and matches mouse wheel scroll directionality).
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case Key.Up:
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seekControlPoint(-1);
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seekControlPoint(-1);
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return true;
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return true;
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case Key.Up:
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case Key.Down:
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seekControlPoint(1);
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seekControlPoint(1);
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return true;
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return true;
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