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add arrow short cut for skin editor
basically from `ComposeBlueprintContainer` because they have the same logic
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@ -11,9 +11,12 @@ using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Screens;
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using osu.Game.Screens.Edit.Compose.Components;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Skinning.Editor
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{
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@ -90,6 +93,47 @@ namespace osu.Game.Skinning.Editor
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base.AddBlueprintFor(item);
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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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{
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case Key.Left:
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moveSelection(new Vector2(-1, 0));
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return true;
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case Key.Right:
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moveSelection(new Vector2(1, 0));
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return true;
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case Key.Up:
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moveSelection(new Vector2(0, -1));
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return true;
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case Key.Down:
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moveSelection(new Vector2(0, 1));
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return true;
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}
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return false;
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}
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/// <summary>
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/// Move the current selection spatially by the specified delta, in screen 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 moveSelection(Vector2 delta)
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{
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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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// 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<ISkinnableDrawable>(firstBlueprint, delta));
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}
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protected override SelectionHandler<ISkinnableDrawable> CreateSelectionHandler() => new SkinSelectionHandler();
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protected override SelectionBlueprint<ISkinnableDrawable> CreateBlueprintFor(ISkinnableDrawable component)
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