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Refactor logic to avoid TimelineSelectionHandler
having to block base calls
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parent
866ae3472b
commit
6779503e57
@ -54,14 +54,19 @@ namespace osu.Game.Rulesets.Catch.Edit
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public override bool HandleFlip(Direction direction, bool flipOverOrigin)
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public override bool HandleFlip(Direction direction, bool flipOverOrigin)
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{
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{
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if (SelectedItems.Count == 0 && !flipOverOrigin)
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return false;
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var selectionRange = CatchHitObjectUtils.GetPositionRange(SelectedItems);
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var selectionRange = CatchHitObjectUtils.GetPositionRange(SelectedItems);
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bool changed = false;
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bool changed = false;
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EditorBeatmap.PerformOnSelection(h =>
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EditorBeatmap.PerformOnSelection(h =>
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{
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{
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if (h is CatchHitObject catchObject)
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if (h is CatchHitObject catchObject)
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changed |= handleFlip(selectionRange, catchObject, flipOverOrigin);
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changed |= handleFlip(selectionRange, catchObject, flipOverOrigin);
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});
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});
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return changed;
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return changed;
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}
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}
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@ -89,6 +89,9 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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{
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var hitObjects = selectedMovableObjects;
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var hitObjects = selectedMovableObjects;
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if (hitObjects.Length == 1 && !flipOverOrigin)
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return false;
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var flipQuad = flipOverOrigin ? new Quad(0, 0, OsuPlayfield.BASE_SIZE.X, OsuPlayfield.BASE_SIZE.Y) : getSurroundingQuad(hitObjects);
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var flipQuad = flipOverOrigin ? new Quad(0, 0, OsuPlayfield.BASE_SIZE.X, OsuPlayfield.BASE_SIZE.Y) : getSurroundingQuad(hitObjects);
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foreach (var h in hitObjects)
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foreach (var h in hitObjects)
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@ -147,12 +147,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
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switch (e.Action)
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switch (e.Action)
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{
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{
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case GlobalAction.EditorFlipHorizontally:
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case GlobalAction.EditorFlipHorizontally:
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HandleFlip(Direction.Horizontal, true);
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return HandleFlip(Direction.Horizontal, true);
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return true;
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case GlobalAction.EditorFlipVertically:
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case GlobalAction.EditorFlipVertically:
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HandleFlip(Direction.Vertical, true);
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return HandleFlip(Direction.Vertical, true);
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return true;
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}
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}
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return false;
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return false;
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@ -28,9 +28,6 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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public override bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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public override bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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{
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// Importantly, we block the base call here.
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// Other key operations will be handled by the composer view's SelectionHandler instead.
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switch (e.Action)
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switch (e.Action)
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{
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{
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case GlobalAction.EditorNudgeLeft:
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case GlobalAction.EditorNudgeLeft:
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@ -42,7 +39,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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return true;
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return true;
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}
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}
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return false;
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return base.OnPressed(e);
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}
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}
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/// <summary>
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/// <summary>
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