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Merge branch 'master' into distance-snapping-test
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commit
5029710de7
@ -1,10 +1,12 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Threading;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Testing;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Dialog;
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@ -15,15 +17,11 @@ namespace osu.Game.Tests.Visual.UserInterface
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{
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private DialogOverlay overlay;
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("create dialog overlay", () => Child = overlay = new DialogOverlay());
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}
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[Test]
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public void TestBasic()
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{
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AddStep("create dialog overlay", () => Child = overlay = new DialogOverlay());
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TestPopupDialog firstDialog = null;
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TestPopupDialog secondDialog = null;
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@ -37,12 +35,12 @@ namespace osu.Game.Tests.Visual.UserInterface
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new PopupDialogOkButton
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{
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Text = @"I never want to see this again.",
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Action = () => System.Console.WriteLine(@"OK"),
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Action = () => Console.WriteLine(@"OK"),
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},
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new PopupDialogCancelButton
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{
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Text = @"Firetruck, I still want quick ranks!",
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Action = () => System.Console.WriteLine(@"Cancel"),
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Action = () => Console.WriteLine(@"Cancel"),
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},
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},
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}));
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@ -87,9 +85,49 @@ namespace osu.Game.Tests.Visual.UserInterface
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AddAssert("first dialog is not part of hierarchy", () => firstDialog.Parent == null);
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}
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[Test]
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public void TestPushBeforeLoad()
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{
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PopupDialog dialog = null;
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AddStep("create dialog overlay", () => overlay = new SlowLoadingDialogOverlay());
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AddStep("start loading overlay", () => LoadComponentAsync(overlay, Add));
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AddStep("push dialog before loaded", () =>
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{
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overlay.Push(dialog = new TestPopupDialog
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{
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Buttons = new PopupDialogButton[]
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{
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new PopupDialogOkButton { Text = @"OK" },
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},
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});
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});
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AddStep("complete load", () => ((SlowLoadingDialogOverlay)overlay).LoadEvent.Set());
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AddUntilStep("wait for load", () => overlay.IsLoaded);
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AddAssert("dialog displayed", () => overlay.CurrentDialog == dialog);
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}
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public class SlowLoadingDialogOverlay : DialogOverlay
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{
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public ManualResetEventSlim LoadEvent = new ManualResetEventSlim();
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[BackgroundDependencyLoader]
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private void load()
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{
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LoadEvent.Wait(10000);
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}
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}
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[Test]
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public void TestDismissBeforePush()
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{
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AddStep("create dialog overlay", () => Child = overlay = new DialogOverlay());
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TestPopupDialog testDialog = null;
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AddStep("dismissed dialog push", () =>
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{
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@ -106,6 +144,8 @@ namespace osu.Game.Tests.Visual.UserInterface
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[Test]
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public void TestDismissBeforePushViaButtonPress()
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{
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AddStep("create dialog overlay", () => Child = overlay = new DialogOverlay());
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TestPopupDialog testDialog = null;
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AddStep("dismissed dialog push", () =>
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{
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@ -153,7 +153,7 @@ namespace osu.Game.Beatmaps
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}
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};
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cacheDownloadRequest.PerformAsync();
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Task.Run(() => cacheDownloadRequest.PerformAsync());
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}
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private bool checkLocalCache(BeatmapSetInfo set, BeatmapInfo beatmapInfo)
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@ -59,6 +59,9 @@ namespace osu.Game.Input.Bindings
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new KeyBinding(InputKey.Up, GlobalAction.SelectPrevious),
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new KeyBinding(InputKey.Down, GlobalAction.SelectNext),
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new KeyBinding(InputKey.Left, GlobalAction.SelectPreviousGroup),
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new KeyBinding(InputKey.Right, GlobalAction.SelectNextGroup),
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new KeyBinding(InputKey.Space, GlobalAction.Select),
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new KeyBinding(InputKey.Enter, GlobalAction.Select),
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new KeyBinding(InputKey.KeypadEnter, GlobalAction.Select),
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@ -105,7 +108,7 @@ namespace osu.Game.Input.Bindings
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new KeyBinding(InputKey.F1, GlobalAction.ToggleModSelection),
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new KeyBinding(InputKey.F2, GlobalAction.SelectNextRandom),
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new KeyBinding(new[] { InputKey.Shift, InputKey.F2 }, GlobalAction.SelectPreviousRandom),
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new KeyBinding(InputKey.F3, GlobalAction.ToggleBeatmapOptions)
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new KeyBinding(InputKey.F3, GlobalAction.ToggleBeatmapOptions),
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};
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public IEnumerable<KeyBinding> AudioControlKeyBindings => new[]
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@ -309,5 +312,11 @@ namespace osu.Game.Input.Bindings
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorDecreaseDistanceSpacing))]
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EditorDecreaseDistanceSpacing,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.SelectPreviousGroup))]
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SelectPreviousGroup,
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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.SelectNextGroup))]
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SelectNextGroup,
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}
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}
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@ -129,6 +129,16 @@ namespace osu.Game.Localisation
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/// </summary>
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public static LocalisableString SelectNext => new TranslatableString(getKey(@"select_next"), @"Next selection");
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/// <summary>
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/// "Select previous group"
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/// </summary>
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public static LocalisableString SelectPreviousGroup => new TranslatableString(getKey(@"select_previous_group"), @"Select previous group");
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/// <summary>
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/// "Select next group"
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/// </summary>
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public static LocalisableString SelectNextGroup => new TranslatableString(getKey(@"select_next_group"), @"Select next group");
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/// <summary>
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/// "Home"
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/// </summary>
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@ -49,18 +49,24 @@ namespace osu.Game.Overlays
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{
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if (dialog == CurrentDialog || dialog.State.Value != Visibility.Visible) return;
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// if any existing dialog is being displayed, dismiss it before showing a new one.
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CurrentDialog?.Hide();
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var lastDialog = CurrentDialog;
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// Immediately update the externally accessible property as this may be used for checks even before
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// a DialogOverlay instance has finished loading.
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CurrentDialog = dialog;
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CurrentDialog.State.ValueChanged += state => onDialogOnStateChanged(dialog, state.NewValue);
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dialogContainer.Add(CurrentDialog);
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Scheduler.Add(() =>
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{
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// if any existing dialog is being displayed, dismiss it before showing a new one.
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lastDialog?.Hide();
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dialog.State.ValueChanged += state => onDialogOnStateChanged(dialog, state.NewValue);
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dialogContainer.Add(dialog);
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Show();
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Show();
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}, false);
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}
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public override bool IsPresent => dialogContainer.Children.Count > 0;
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public override bool IsPresent => Scheduler.HasPendingTasks || dialogContainer.Children.Count > 0;
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protected override bool BlockNonPositionalInput => true;
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@ -81,23 +87,16 @@ namespace osu.Game.Overlays
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protected override void PopIn()
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{
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base.PopIn();
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this.FadeIn(PopupDialog.ENTER_DURATION, Easing.OutQuint);
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lowPassFilter.CutoffTo(300, 100, Easing.OutCubic);
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}
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protected override void PopOut()
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{
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base.PopOut();
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lowPassFilter.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF, 100, Easing.InCubic);
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if (CurrentDialog?.State.Value == Visibility.Visible)
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{
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CurrentDialog.Hide();
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return;
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}
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this.FadeOut(PopupDialog.EXIT_DURATION, Easing.InSine);
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}
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public override bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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@ -372,12 +372,12 @@ namespace osu.Game.Overlays.Volume
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switch (e.Action)
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{
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case GlobalAction.SelectPrevious:
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case GlobalAction.SelectPreviousGroup:
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State = SelectionState.Selected;
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adjust(1, false);
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return true;
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case GlobalAction.SelectNext:
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case GlobalAction.SelectNextGroup:
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State = SelectionState.Selected;
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adjust(-1, false);
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return true;
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@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Edit
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SnapResult FindSnappedPositionAndTime(Vector2 screenSpacePosition);
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/// <summary>
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/// Given a position, find a value position snap, restricting time to its input value.
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/// Given a position, find a valid position snap, without changing the time value.
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/// </summary>
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/// <param name="screenSpacePosition">The screen-space position to be snapped.</param>
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/// <returns>The position post-snapping. Time will always be null.</returns>
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@ -604,34 +604,20 @@ namespace osu.Game.Screens.Select
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public void ScrollToSelected(bool immediate = false) =>
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pendingScrollOperation = immediate ? PendingScrollOperation.Immediate : PendingScrollOperation.Standard;
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#region Key / button selection logic
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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switch (e.Key)
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{
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case Key.Left:
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SelectNext(-1);
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return true;
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case Key.Right:
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SelectNext();
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return true;
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}
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return false;
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}
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#region Button selection logic
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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switch (e.Action)
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{
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case GlobalAction.SelectNext:
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SelectNext(1, false);
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case GlobalAction.SelectNextGroup:
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SelectNext(1, e.Action == GlobalAction.SelectNextGroup);
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return true;
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case GlobalAction.SelectPrevious:
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SelectNext(-1, false);
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case GlobalAction.SelectPreviousGroup:
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SelectNext(-1, e.Action == GlobalAction.SelectPreviousGroup);
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return true;
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}
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