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Fix ComposeBlueprintContainer
handling nudge keys when it can't nudge
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@ -111,25 +111,26 @@ namespace osu.Game.Screens.Edit.Compose.Components
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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// Until the keys below are global actions, this will prevent conflicts with "seek between sample points"
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// which has a default of ctrl+shift+arrows.
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if (e.ShiftPressed)
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return false;
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if (e.ControlPressed)
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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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nudgeSelection(new Vector2(-1, 0));
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return true;
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return nudgeSelection(new Vector2(-1, 0));
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case Key.Right:
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nudgeSelection(new Vector2(1, 0));
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return true;
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return nudgeSelection(new Vector2(1, 0));
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case Key.Up:
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nudgeSelection(new Vector2(0, -1));
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return true;
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return nudgeSelection(new Vector2(0, -1));
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case Key.Down:
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nudgeSelection(new Vector2(0, 1));
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return true;
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return nudgeSelection(new Vector2(0, 1));
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}
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}
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@ -151,7 +152,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// Move the current selection spatially by the specified delta, in gamefield coordinates (ie. the same coordinates as the blueprints).
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/// </summary>
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/// <param name="delta"></param>
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private void nudgeSelection(Vector2 delta)
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private bool nudgeSelection(Vector2 delta)
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{
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if (!nudgeMovementActive)
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{
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@ -162,12 +163,13 @@ namespace osu.Game.Screens.Edit.Compose.Components
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var firstBlueprint = SelectionHandler.SelectedBlueprints.FirstOrDefault();
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if (firstBlueprint == null)
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return;
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return false;
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// convert to game space coordinates
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delta = firstBlueprint.ToScreenSpace(delta) - firstBlueprint.ToScreenSpace(Vector2.Zero);
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SelectionHandler.HandleMovement(new MoveSelectionEvent<HitObject>(firstBlueprint, delta));
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return true;
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}
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private void updatePlacementNewCombo()
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