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Merge pull request #18082 from frenzibyte/beatmap-selection-keybinding
Add key binding for beatmap selection in song select
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commit
85dd49cdb0
@ -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.Up, GlobalAction.SelectPrevious),
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new KeyBinding(InputKey.Down, GlobalAction.SelectNext),
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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.Space, GlobalAction.Select),
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new KeyBinding(InputKey.Enter, 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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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.F1, GlobalAction.ToggleModSelection),
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new KeyBinding(InputKey.F2, GlobalAction.SelectNextRandom),
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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(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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};
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public IEnumerable<KeyBinding> AudioControlKeyBindings => new[]
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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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[LocalisableDescription(typeof(GlobalActionKeyBindingStrings), nameof(GlobalActionKeyBindingStrings.EditorDecreaseDistanceSpacing))]
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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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}
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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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/// </summary>
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public static LocalisableString SelectNext => new TranslatableString(getKey(@"select_next"), @"Next selection");
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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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/// <summary>
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/// "Home"
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/// "Home"
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/// </summary>
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/// </summary>
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@ -372,12 +372,12 @@ namespace osu.Game.Overlays.Volume
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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.SelectPrevious:
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case GlobalAction.SelectPreviousGroup:
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State = SelectionState.Selected;
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State = SelectionState.Selected;
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adjust(1, false);
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adjust(1, false);
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return true;
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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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State = SelectionState.Selected;
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adjust(-1, false);
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adjust(-1, false);
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return true;
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return true;
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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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public void ScrollToSelected(bool immediate = false) =>
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pendingScrollOperation = immediate ? PendingScrollOperation.Immediate : PendingScrollOperation.Standard;
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pendingScrollOperation = immediate ? PendingScrollOperation.Immediate : PendingScrollOperation.Standard;
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#region Key / button selection logic
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#region 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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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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{
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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.SelectNext:
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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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return true;
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case GlobalAction.SelectPrevious:
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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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return true;
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}
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}
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