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Add ability to seek between control points in editor using down/up arrows
Matches stable. Addresses #21376.
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@ -25,6 +25,7 @@ namespace osu.Game.Tests.Visual.Editing
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beatmap.ControlPointInfo.Clear();
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beatmap.ControlPointInfo.Add(0, new TimingControlPoint { BeatLength = 1000 });
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beatmap.ControlPointInfo.Add(2000, new TimingControlPoint { BeatLength = 500 });
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beatmap.ControlPointInfo.Add(20000, new TimingControlPoint { BeatLength = 500 });
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return beatmap;
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}
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@ -116,6 +117,26 @@ namespace osu.Game.Tests.Visual.Editing
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pressAndCheckTime(Key.Right, 3000);
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}
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[Test]
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public void TestSeekBetweenControlPoints()
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{
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AddStep("seek to 0", () => EditorClock.Seek(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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pressAndCheckTime(Key.Down, 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, 0);
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pressAndCheckTime(Key.Down, 0);
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}
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private void pressAndCheckTime(Key key, double expectedTime)
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{
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AddStep($"press {key}", () => InputManager.Key(key));
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@ -499,6 +499,14 @@ namespace osu.Game.Screens.Edit
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seek(e, 1);
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return true;
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case Key.Down:
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seekControlPoint(-1);
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return true;
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case Key.Up:
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seekControlPoint(1);
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return true;
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// Track traversal keys.
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// Matching osu-stable implementations.
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case Key.Z:
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@ -892,6 +900,16 @@ namespace osu.Game.Screens.Edit
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}
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}
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private void seekControlPoint(int direction)
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{
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var found = direction < 1
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? editorBeatmap.ControlPointInfo.AllControlPoints.LastOrDefault(p => p.Time < clock.CurrentTime)
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: editorBeatmap.ControlPointInfo.AllControlPoints.FirstOrDefault(p => p.Time > clock.CurrentTime);
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if (found != null)
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clock.Seek(found.Time);
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}
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private void seek(UIEvent e, int direction)
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{
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double amount = e.ShiftPressed ? 4 : 1;
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