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Merge pull request #8832 from smoogipoo/editor-platform-bindings
Use platform bindings for editor actions
This commit is contained in:
commit
baeeafa941
@ -10,24 +10,22 @@ using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Compose.Components.Timeline;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Editor
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{
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public class TestSceneEditorChangeStates : ScreenTestScene
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{
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private EditorBeatmap editorBeatmap;
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private TestEditor editor;
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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Screens.Edit.Editor editor = null;
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AddStep("load editor", () =>
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{
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Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
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LoadScreen(editor = new Screens.Edit.Editor());
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LoadScreen(editor = new TestEditor());
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});
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AddUntilStep("wait for editor to load", () => editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true
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@ -160,36 +158,15 @@ namespace osu.Game.Tests.Visual.Editor
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AddAssert("no hitobject added", () => addedObject == null);
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}
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private void addUndoSteps()
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private void addUndoSteps() => AddStep("undo", () => editor.Undo());
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private void addRedoSteps() => AddStep("redo", () => editor.Redo());
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private class TestEditor : Screens.Edit.Editor
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{
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AddStep("press undo", () =>
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{
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InputManager.PressKey(Key.LControl);
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InputManager.PressKey(Key.Z);
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});
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public new void Undo() => base.Undo();
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AddStep("release keys", () =>
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{
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InputManager.ReleaseKey(Key.LControl);
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InputManager.ReleaseKey(Key.Z);
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});
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}
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private void addRedoSteps()
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{
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AddStep("press redo", () =>
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{
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InputManager.PressKey(Key.LControl);
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InputManager.PressKey(Key.LShift);
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InputManager.PressKey(Key.Z);
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});
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AddStep("release keys", () =>
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{
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InputManager.ReleaseKey(Key.LControl);
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InputManager.ReleaseKey(Key.LShift);
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InputManager.ReleaseKey(Key.Z);
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});
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public new void Redo() => base.Redo();
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}
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}
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}
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@ -22,6 +22,7 @@ using osu.Game.Screens.Edit.Design;
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using osuTK.Input;
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using System.Collections.Generic;
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using osu.Framework;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Logging;
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using osu.Game.Beatmaps;
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@ -37,7 +38,7 @@ using osu.Game.Users;
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namespace osu.Game.Screens.Edit
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{
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[Cached(typeof(IBeatSnapProvider))]
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public class Editor : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>, IBeatSnapProvider
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public class Editor : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>, IKeyBindingHandler<PlatformAction>, IBeatSnapProvider
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{
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public override float BackgroundParallaxAmount => 0.1f;
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@ -157,8 +158,8 @@ namespace osu.Game.Screens.Edit
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{
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Items = new[]
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{
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undoMenuItem = new EditorMenuItem("Undo", MenuItemType.Standard, undo),
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redoMenuItem = new EditorMenuItem("Redo", MenuItemType.Standard, redo)
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undoMenuItem = new EditorMenuItem("Undo", MenuItemType.Standard, Undo),
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redoMenuItem = new EditorMenuItem("Redo", MenuItemType.Standard, Redo)
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}
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}
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}
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@ -230,6 +231,30 @@ namespace osu.Game.Screens.Edit
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clock.ProcessFrame();
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}
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public bool OnPressed(PlatformAction action)
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{
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switch (action.ActionType)
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{
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case PlatformActionType.Undo:
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Undo();
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return true;
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case PlatformActionType.Redo:
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Redo();
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return true;
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case PlatformActionType.Save:
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saveBeatmap();
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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 void OnReleased(PlatformAction action)
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{
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}
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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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@ -241,28 +266,6 @@ namespace osu.Game.Screens.Edit
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case Key.Right:
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seek(e, 1);
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return true;
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case Key.S:
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if (e.ControlPressed)
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{
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saveBeatmap();
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return true;
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}
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break;
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case Key.Z:
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if (e.ControlPressed)
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{
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if (e.ShiftPressed)
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redo();
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else
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undo();
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return true;
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}
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break;
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}
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return base.OnKeyDown(e);
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@ -326,9 +329,9 @@ namespace osu.Game.Screens.Edit
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return base.OnExiting(next);
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}
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private void undo() => changeHandler.RestoreState(-1);
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protected void Undo() => changeHandler.RestoreState(-1);
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private void redo() => changeHandler.RestoreState(1);
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protected void Redo() => changeHandler.RestoreState(1);
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private void resetTrack(bool seekToStart = false)
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{
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